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 > >> > >> > >> _______________________________________________ > >> 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 > > > > > > > > > > _______________________________________________ > 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

