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Explanation of CM_BoxTrace requested https://www.quake3world.com/forum/viewtopic.php?f=16&t=54602 |
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Author: | speaker [ 11-19-2020 04:43 AM ] |
Post subject: | Explanation of CM_BoxTrace requested |
Never mind, I figured it out. Hi, Could someone please explain the use of arguments in the function CM_BoxTrace? I marked below the arguments in question. What are the possible values and what is their purpose? void CM_BoxTrace ( trace_t *results, const vec3_t start, const vec3_t end, how could I know in advance where the trace stops? Or is this a limit? vec3_t mins, vec3_t maxs, clipHandle_t model, model of what? const vec3_t origin, int brushmask, inclusion/exclusion? if yes, what? int capsule ??? ) I tried to figure it out by following function calls and argument usage but the whole thing seemed to me hopelessly convoluted. All I need is a simple line trace (like the railgun code does) and identification of the endpoint (type of entity hit). Thanks! |
Author: | Ganemi [ 01-05-2022 10:56 PM ] |
Post subject: | Re: Explanation of CM_BoxTrace requested |
What are you trying to do with this? I tried to get the pill collision code to work but I don't understand it. Maybe I should start with a sphere... |
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