Hi Ian, I haven't tested your suggestion yet. But it really looks that this is what I was looking for. Thank you very much. =)
-Thiago On Sun, Feb 1, 2009 at 8:20 PM, Ian Mallett <geometr...@gmail.com> wrote: > Hello, > > If you know the distance it's a good deal simpler. It's quite easy to find > and store, if you have the position. It looks like you can use > line_segment_point_distance(). > > Let d1 be the distance to the line at t0. > Let d2 be the distance to the line at t1. > Let x be the spell's position in x. > Let y be the spell's position in y. > Let xD be the speed in the x direction. It is linear. > Let yD be the speed in the y direction. It is linear. > > if d2 < radius: #the spell hit the line > #fraction of frame at collision > #I figured this out through linear interpolation. Given constant time > and known distances, > #here's how you find an imaginary frame where distance = radius in the > middle. > portion = float(d1-radius)/float(d1-d2) #multiply by 100 to get % of > time until next frame > position_of_collision = [x + xD*portion, > y + yD*portion] > > I hope this is what you're looking for. > Cheers, > Ian > >