GetAbsOrigin(): Difference between revisions
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;<code>WorldSpaceCenter()</code> | ;<code>WorldSpaceCenter()</code> | ||
: | :Returns the centre of an entity's [[object-aligned bounding box]] as a vector. | ||
;<code>[[CollisionProp()]]->CalcNearestPoint( [[const]] Vector &vecWorldPt, Vector *pVecNearestWorldPt )</code> | ;<code>[[CollisionProp()]]->CalcNearestPoint( [[const]] Vector &vecWorldPt, Vector *pVecNearestWorldPt )</code> | ||
:Calculates the nearest point to <code>vecWorldPt</code> of an entity's [[object-aligned bounding box]]. | :Calculates the nearest point to <code>vecWorldPt</code> of an entity's [[object-aligned bounding box]]. | ||
Revision as of 14:28, 2 June 2008
GetAbsOrigin() returns the world co-ordinates of the origin of any point or model entity as a vector. This is theoretically the centre of the object, but for NPCs (to choose a prominent example) will be a point exactly half way between the soles of their feet when in the reference posture, or wherever else the modeller has placed it.
Alternatives
You may want to use a different method of finding an entity's location, particularly given the fact that GetAbsOrigin() will not work with brushes unless they are tied to an entity that creates one for them - which may well not mark the location of the object in any useful way!
Todo: How many of these OBB functions work with vphysics?
WorldSpaceCenter()- Returns the centre of an entity's object-aligned bounding box as a vector.
CollisionProp()->CalcNearestPoint( const Vector &vecWorldPt, Vector *pVecNearestWorldPt )- Calculates the nearest point to
vecWorldPtof an entity's object-aligned bounding box.
Note:Instead of returning a value, this function will modify whatever variable is passed for pVecNearestWorldPt.
Todo: More...