Ok I think I've got it about vectors management, tell me if I'm wrong: ioquake3 defines vectors as 3D arrays (or arrays of 3 items, for X, Y, Z), as vec3_t type.
Then ioquake3 provides a few simple operators on these vectors, such as VectorSubstract, VectorCopy, VectorAdd, VectorScale, VectorClear, VectorNegate, VectorCompare, VectorLength and even DotProduct (and a few more in tools/asm/mathlib.h). All vectors in ioquake3 are 3D vectors or are there other types? 2013/5/5 Stephen LARROQUE <lrq3...@gmail.com> > I am looking for methods to do the two following operations: > > 1- Find the nearest opponent(s) to a player given its positions. > 2- Find if an opponent is in line of sight, but passing through walls. > 3- Find opponent nearest to the line of sight. > > For 1 I think I must use SV_AreaEntities (alias G_ENTITIES_IN_A_BOX or > trap_EntitiesInBox), but I can't find how this may return the nearest > opponent, it seems to only return all entities (I need to filter out all > but players and sort by distance). > > For 2 I think that SV_Trace must be used, but how to pass through walls > but not players? I saw that passEntityNum is an argument, but how to set > that to walls? > > About 3 I have no idea at all... > > If you have any pointer that could give me a clue on how to do these > operations I would be very glad to hear. > > Also I am a bit rusty with vectors so if you have a tutorial or two > explaining how ioquake3 manage its vectors operations (which I have no > experience with), it would also be very helpful. > > Thank you for reading me. > >
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