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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