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
>
>
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