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Request: Tutorial http://45.55.195.193/viewtopic.php?f=75&t=16915 |
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Author: | ZevN47 [ Thu Oct 22, 2009 3:07 pm ] |
Post subject: | Request: Tutorial |
I have searched for a tutorial on Ray casting and Can not seem to find one. So if anyone could make a tutorial on rays that would be very very very helpful. Possible ideas: Example code and indepth documentation of every (or the non-self explanatory) lines Description of what to use Rays for and how to use them Update the Documentation in the Wiki (that is the first thing I go to when I want to make Lua but I can't seem to figure out Ray casting from the wiki) Thank you very much! and if anyone knows of a tutorial that I didn't find (I searched) then let me know (link to it or something). Also Please if you make this keep the jargon to a minimum I have a basic understanding of Lua and C++ however I am quite good at Visual Basic and .ini coding (who isn't) |
Author: | Zylos Xenos [ Fri Mar 26, 2010 1:39 pm ] |
Post subject: | Re: Request: Tutorial |
Author: | Duh102 [ Fri Mar 26, 2010 4:17 pm ] |
Post subject: | Re: Request: Tutorial |
Zylos Xenos wrote: hope this helps.[/center] No. No, that doesn't work. MINI-MINI tutorial: How to use an ObstacleRay (the only one I've ever used, but the same should apply to other types) An ObstacleRayCast returns a number corresponding to how long the ray went before it collided with an object, and the syntax is as follows: (variable) = SceneMan:CastObstacleRay( [Vector starting position], [Vector direction to cast ray along], [Vector reference (you can make an empty vector) to fill in the coordinates of the first obstacle encountered, if applicable, or end of ray], [Vector reference (can make empty) to fill in the last free coordinates before the ray hit non-MOs, if applicable, or end of ray], [A MOID to ignore, children will also be ignored], [Material ID to ignore hits with], [How many pixels to skip in between checks (0 will check every pixel, IE, slower)] ); Put it all together and it looks like this: self.length = SceneMan:CastObstacleRay(self.Pos, self.Vel * 150, Vector(0, 0), Vector(0, 0), self.ID, 0, 5); In case you haven't found it already, that and other types of rays can be found documented here. |
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