/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* =============================================================================== Trace model vs. polygonal model collision detection. =============================================================================== */ #pragma hdrstop #include "precompiled.h" #include "CollisionModel_local.h" /* =============================================================================== Retrieving contacts =============================================================================== */ /* ================== idCollisionModelManagerLocal::Contacts ================== */ int idCollisionModelManagerLocal::Contacts( contactInfo_t* contacts, const int maxContacts, const idVec3& start, const idVec6& dir, const float depth, const idTraceModel* trm, const idMat3& trmAxis, int contentMask, cmHandle_t model, const idVec3& origin, const idMat3& modelAxis ) { trace_t results; idVec3 end; // same as Translation but instead of storing the first collision we store all collisions as contacts idCollisionModelManagerLocal::getContacts = true; idCollisionModelManagerLocal::contacts = contacts; idCollisionModelManagerLocal::maxContacts = maxContacts; idCollisionModelManagerLocal::numContacts = 0; end = start + dir.SubVec3( 0 ) * depth; idCollisionModelManagerLocal::Translation( &results, start, end, trm, trmAxis, contentMask, model, origin, modelAxis ); if( dir.SubVec3( 1 ).LengthSqr() != 0.0f ) { // FIXME: rotational contacts } idCollisionModelManagerLocal::getContacts = false; idCollisionModelManagerLocal::maxContacts = 0; return idCollisionModelManagerLocal::numContacts; }