Clip model, trace m., collision m., combat m. - what's difference?

Started by bitterman, August 05, 2015, 01:43:42 AM

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bitterman

Can anyone explain this please?

collision model = clip model = combat model?

// this happens in multiplayer on the combat models
gameLocal.Warning( "idClipModel::Handle: clip model %d on '%s' (%x) is not a collision or trace model", id, entity->name.c_str(), entity->entityNumber );



*******upd***********

Ok, looks like collision model (.cm) it's term for maps and moveable physics objects (idMoveable).

Then perhaps combat model it's term for actors (idActor).

Clip model it's common term for these two terms I think.

Therefore trace model it's a clip model based on render (visual) model.

***********************

/*
   33 ===============================================================================
   34
   35         A trace model is an arbitrary polygonal model which is used by the
   36         collision detection system to find collisions, contacts or the contents
   37         of a volume. For collision detection speed reasons the number of vertices
   38         and edges are limited. The trace model can have any shape. However convex
   39         models are usually preferred.
   40
   41 ===============================================================================
   42 */


48 // trace model type
   49 typedef enum {
   50         TRM_INVALID,            // invalid trm
   51         TRM_BOX,                        // box
   52         TRM_OCTAHEDRON,         // octahedron
   53         TRM_DODECAHEDRON,       // dodecahedron
   54         TRM_CYLINDER,           // cylinder approximation
   55         TRM_CONE,                       // cone approximation
   56         TRM_BONE,                       // two tetrahedrons attached to each other
   57         TRM_POLYGON,            // arbitrary convex polygon
   58         TRM_POLYGONVOLUME,      // volume for arbitrary convex polygon
   59         TRM_CUSTOM                      // loaded from map model or ASE/LWO
   60 } traceModel_t;