Plane question
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Plane question
I post this in the QC section simply because I code QC, and am planning to use this in a QC project, but the answer could be useful for anyone, and written in any programming language.
If I have a plane, and two vectors (could be on the same side of the plane, and the wanted result would be extended to "hit" the plane), and I want to find out the point in-between the vectors, on the plane. I've attempted to make it clearer by providing a picture below, hopefully imageshack doesn't choke:

If I have a plane, and two vectors (could be on the same side of the plane, and the wanted result would be extended to "hit" the plane), and I want to find out the point in-between the vectors, on the plane. I've attempted to make it clearer by providing a picture below, hopefully imageshack doesn't choke:

I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
any random plane, or a wall ? maybe a wall is easier ...
here is some math for any plane:
http://local.wasp.uwa.edu.au/~pbourke/g ... planeline/
here is some math for any plane:
http://local.wasp.uwa.edu.au/~pbourke/g ... planeline/
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
It's not a physical plane in the traditional sense, not a part of the map, but one I've created via gamecode. You could say what I'm after is mimicking what traceline does in the engine, except in QC. Anyway, Tei seems to be on to something here, it looks like exactly what I'm after, haven't inspected it yet. Thanks!
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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