The entities are easy, it's the world that is the problem.  There is no
simple way to get a list of collsion models for the world +
displacements from the API.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Tuesday, May 01, 2007 12:43 AM
> To: [email protected]
> Subject: RE: [hlcoders] Shapecasts in Source
>
> Ok, thanks. Can I use this primitive shapecast to collide
> against the world? Is it represented by a collideable too or
> is vphysics only used to collide between physics entities and
> is the world not considered a physics entity? If I can use
> vphysics to collide against the world but the only
> functionality missing is to find other nearby entities to
> collide against I can work my way around that. I'm mostly
> trying to find a way to basically have a StepMove oriented in
> a random direction; I'm used to working with PhysX so I'm not
> sure about what Source supports & exposes.
>
> If there's no way to do sweeps other than AABB against the
> world, I'm not sure if there's a decent solution for this in
> source; except breaking the trace down into multiple raycasts
> but I'm not sure about the cost of that and pretty sure about
> the complexity of it :)
>
> -- maarten
>
> > 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: [email protected]
> >> 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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> >>
> >>
> >
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> >
> >
> >
>
>
>
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