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Re: BSP file: a couple of question linked to geometry
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sfx1999
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Default Re: BSP file: a couple of question linked to geometry - 22-07-2004

Quote:
Originally Posted by evy
1) how can we compute the area (in square unit) of a polygon (i.e. an area defined by multiple points in the same plane) ? Splitting the face into multiple triangles seems a little too much.
This is very problematic. You could probably use another equation for rectangles, but what if you end up getting a trapezoid? You might as well just split them into triangles.

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2) how can we check whether a point is inside a polygon ? I know about the mathematical fact that all egdes defines a 360 degree when inside, but, again looks heavy to compute
Generate a plane for the polygon and then check to see if it is in that plane. after that you can check to see if it is within the polygon.

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3) as my utility is running as standalone, it does not have access to the HL engine :'( , hence the TraceHull function is not available :'( I used Botman TraceLine but how can we emulate the TraceHull ?
What does TraceHull do? I might be able to help you if I knew.

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3.1) what are the 'sizes' of point_hull, head_hull, human_hull ? It looks like the shape of a human player when standing is 16x16x76 and when duckinc 16x16x36, is it correct ?
I believe it is 32x72x32, 72 units tall, 32 units wide, and 32 units deep.
Crouching it is 32x36x32.

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3.2) how can we handle the de_aztec bridge, the utility cannot waypoint it probably because it cannot 'feel' the ground as the brigde has holes :'(
My guess is you would get a simulated person to walk across it and see if they could. Also, the bridge may have a clip brush in between. You could also just put a point on anything the bot can stand on and test if they can get across it.

Last edited by sfx1999; 22-07-2004 at 01:52..
  
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