GetAbsOrigin(): Difference between revisions
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Note:These alternatives are all significantly slower than
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{{note|These alternatives are all significantly slower than <code>GetAbsOrigin()</code>.}} | {{note|These alternatives are all significantly slower than <code>GetAbsOrigin()</code>.}} | ||
{{ | {{TODO|How many of these OBB functions work with vphysics?}} | ||
;<code>WorldSpaceCenter()</code> | ;<code>WorldSpaceCenter()</code> | ||
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:{{note|Instead of returning a value, this function will modify whatever variable is passed for <code>pVecNearestWorldPt</code>.}} | :{{note|Instead of returning a value, this function will modify whatever variable is passed for <code>pVecNearestWorldPt</code>.}} | ||
{{ | {{TODO|More...}} | ||
[[Category:Functions]] | [[Category:Functions]] |
Revision as of 20:17, 19 January 2009
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) it 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!

GetAbsOrigin()
.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
vecWorldPt
of 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...