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Check if intersects polygon instead of a point?


Artem
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Hm, it looks like I figured it out myself. I used "intersectsMinMax":

player.getBoundingInfo().boundingBox.intersectsMinMax(box.getBoundingInfo().boundingBox.vectorsWorld[0], box.getBoundingInfo().boundingBox.vectorsWorld[6])
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BABYLON.BoundingBox.prototype.intersectsMinMax = function (min, max) {    if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)        return false;    if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)        return false;    if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)        return false;    return true;};// can also be written like this:BABYLON.BoundingBox.prototype.intersectsMinMax = function (min, max) {    if (this.maximumWorld.x >= min.x && this.maximumWorld.y >= min.y && this.maximumWorld.z >= min.z && this.minimumWorld.x <= max.x && this.minimumWorld.y <= max.y && this.minimumWorld.z <= max.z)        return true;    return true;};

intersectsMinMax allows you to check if there is an intersection (a common volume) between two bounding boxes, the one specified while calling intersectsMinMax and the one defined by min and max which are the parameters of the function. This intersection can be a single point... Vector3(max.x, max.y, max.z) = minimumWorld for example.

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