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I have the following question regarding obtaining the positions of a certain edge of a 3D object.
Example, I have a track (car game) and I want to calculate, through a script C#, both sides of the track. See image:
I have the positions of all the vertices (which also exist in the center of the track), but I want the vertices that are only at the limits of the track.
Does anyone know which calculation I should use?
Apparently I think it’s safe to ignore the Z axis, leaving only X and Y. Am I right? This greatly diminishes what needs to be sought, not to mention that I have an answer with part of your need (convex wrap). Not the best for your case (I would ignore the concavities of the curves), but it is something
– Jefferson Quesado