vphysics has a shapecast primitive function (i.e. you can cast one shape represented as a CPhysCollide at another) but no way of getting a list of CPhysCollides to cast against. The changelevel trigger uses the primitive routine to find exact intersections between physics props and the trigger, for example.
But the fully general - trace at the whole scene - thing is only implemented for AABBs. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > [EMAIL PROTECTED] > Sent: Monday, April 30, 2007 12:21 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Shapecasts in Source > > I'm somewhere in between disappointed an desperate, so before > I launch myself on the crazy solution, just wanted to make > sure I understood this correctly. Is it true that there's no > other kind of shapecast in Source than an axis-aligned > bounding box!? No sphere, no oriented box, no capsule, > nothing? I thought I was finalizing our mod (finally) by > polishing up our wallwalking, but with only an axis-aligned > bounding box trace it's pretty much impossible. [ Well, not > impossible, I'll probably end up writing code using multiple > raycasts to simulate some kind of OBB, but that is *very* > error-prone in complex maps ] > > I've read about SOLID_OBB, but that's supposedly not > supported; and I've read about using vphysics as an > alternative, but is it feasible to use vphysics and end up > with the same feeling as normal player movement? > > Thanks for the information! > > -- Maarten > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders