GetAbsOrigin(): Difference between revisions

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m (Robot: fixing template case.)
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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?}}
{{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...}}
{{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!

Note.pngNote:These alternatives are all significantly slower than 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.pngNote:Instead of returning a value, this function will modify whatever variable is passed for pVecNearestWorldPt.
Todo: More...