Re: [Plib-users] Re: Intersection Testing / 3ds loading
Brought to you by:
sjbaker
From: Wolfram K. <w_...@rz...> - 2001-09-06 14:44:39
|
Thomas, which format were the files that PLIB didn't read? Do you want to send one to me? "Thomas Gahr" <pin...@we...> wrote: >No, I'm not talking about accessing the VtxTables (I DO KNOW HOW TO DO = IT!!!)=20 >I want to find out how to access the VtxTables IN THE ssgEntity,=20 >in wich I loaded my model to. You have to recursively walk the scene graph that the loaders returns to you. >How can I find out the angle between the direction vector of my player=20 >and the plane I crashed into? (for sliding along) You can calculate the normal "n" of the wall by using the vector product ("Kreuzprodukt" in German) of the edges of the polygon. If v is the old velocity, calculate a scalar factor "f" by doing v*n / n*n. The new velocity is then v+f*n. f is calculated so that=20 v+f*n is perpendicular to n. Bye bye, Wolfram. |