I suppose you had an eye there ? http://wiki.ioquake3.org/Vectors

Cheers

Le 06/05/2013 01:26, Stephen LARROQUE a écrit :
> 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 <mailto: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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