/* =========================================================================== 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. =========================================================================== */ #ifndef __CLIP_H__ #define __CLIP_H__ /* =============================================================================== Handles collision detection with the world and between physics objects. =============================================================================== */ #define CLIPMODEL_ID_TO_JOINT_HANDLE( id ) ( ( id ) >= 0 ? INVALID_JOINT : ((jointHandle_t) ( -1 - id )) ) #define JOINT_HANDLE_TO_CLIPMODEL_ID( id ) ( -1 - id ) class idClip; class idClipModel; class idEntity; //=============================================================== // // idClipModel // //=============================================================== class idClipModel { friend class idClip; public: idClipModel(); explicit idClipModel( const char *name ); explicit idClipModel( const idTraceModel &trm ); explicit idClipModel( const idTraceModel &trm, bool persistantThroughSave ); explicit idClipModel( const int renderModelHandle ); explicit idClipModel( const idClipModel *model ); ~idClipModel(); bool LoadModel( const char *name ); void LoadModel( const idTraceModel &trm, bool persistantThroughSave = true ); void LoadModel( const int renderModelHandle ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Link( idClip &clp ); // must have been linked with an entity and id before void Link( idClip &clp, idEntity *ent, int newId, const idVec3 &newOrigin, const idMat3 &newAxis, int renderModelHandle = -1 ); void Unlink(); // unlink from sectors void SetPosition( const idVec3 &newOrigin, const idMat3 &newAxis ); // unlinks the clip model void Translate( const idVec3 &translation ); // unlinks the clip model void Rotate( const idRotation &rotation ); // unlinks the clip model void Enable(); // enable for clipping void Disable(); // keep linked but disable for clipping void SetMaterial( const idMaterial *m ); const idMaterial * GetMaterial() const; void SetContents( int newContents ); // override contents int GetContents() const; void SetEntity( idEntity *newEntity ); idEntity * GetEntity() const; void SetId( int newId ); int GetId() const; void SetOwner( idEntity *newOwner ); idEntity * GetOwner() const; const idBounds & GetBounds() const; const idBounds & GetAbsBounds() const; const idVec3 & GetOrigin() const; const idMat3 & GetAxis() const; bool IsTraceModel() const; // returns true if this is a trace model bool IsRenderModel() const; // returns true if this is a render model bool IsLinked() const; // returns true if the clip model is linked bool IsEnabled() const; // returns true if enabled for collision detection bool IsEqual( const idTraceModel &trm ) const; cmHandle_t Handle() const; // returns handle used to collide vs this model const idTraceModel * GetTraceModel() const; void GetMassProperties( const float density, float &mass, idVec3 ¢erOfMass, idMat3 &inertiaTensor ) const; static cmHandle_t CheckModel( const char *name ); static void ClearTraceModelCache(); static int TraceModelCacheSize(); static void SaveTraceModels( idSaveGame *savefile ); static void RestoreTraceModels( idRestoreGame *savefile ); private: bool enabled; // true if this clip model is used for clipping idEntity * entity; // entity using this clip model int id; // id for entities that use multiple clip models idEntity * owner; // owner of the entity that owns this clip model idVec3 origin; // origin of clip model idMat3 axis; // orientation of clip model idBounds bounds; // bounds idBounds absBounds; // absolute bounds const idMaterial * material; // material for trace models int contents; // all contents ored together cmHandle_t collisionModelHandle; // handle to collision model int traceModelIndex; // trace model used for collision detection int renderModelHandle; // render model def handle struct clipLink_s * clipLinks; // links into sectors int touchCount; void Init(); // initialize void Link_r( struct clipSector_s *node ); static int AllocTraceModel( const idTraceModel &trm, bool persistantThroughSaves = true ); static void FreeTraceModel( int traceModelIndex ); static idTraceModel * GetCachedTraceModel( int traceModelIndex ); static int GetTraceModelHashKey( const idTraceModel &trm ); static struct trmCache_s * GetTraceModelEntry( int traceModelIndex ); }; ID_INLINE void idClipModel::Translate( const idVec3 &translation ) { Unlink(); origin += translation; } ID_INLINE void idClipModel::Rotate( const idRotation &rotation ) { Unlink(); origin *= rotation; axis *= rotation.ToMat3(); } ID_INLINE void idClipModel::Enable() { enabled = true; } ID_INLINE void idClipModel::Disable() { enabled = false; } ID_INLINE void idClipModel::SetMaterial( const idMaterial *m ) { material = m; } ID_INLINE const idMaterial * idClipModel::GetMaterial() const { return material; } ID_INLINE void idClipModel::SetContents( int newContents ) { contents = newContents; } ID_INLINE int idClipModel::GetContents() const { return contents; } ID_INLINE void idClipModel::SetEntity( idEntity *newEntity ) { entity = newEntity; } ID_INLINE idEntity *idClipModel::GetEntity() const { return entity; } ID_INLINE void idClipModel::SetId( int newId ) { id = newId; } ID_INLINE int idClipModel::GetId() const { return id; } ID_INLINE void idClipModel::SetOwner( idEntity *newOwner ) { owner = newOwner; } ID_INLINE idEntity *idClipModel::GetOwner() const { return owner; } ID_INLINE const idBounds &idClipModel::GetBounds() const { return bounds; } ID_INLINE const idBounds &idClipModel::GetAbsBounds() const { return absBounds; } ID_INLINE const idVec3 &idClipModel::GetOrigin() const { return origin; } ID_INLINE const idMat3 &idClipModel::GetAxis() const { return axis; } ID_INLINE bool idClipModel::IsRenderModel() const { return ( renderModelHandle != -1 ); } ID_INLINE bool idClipModel::IsTraceModel() const { return ( traceModelIndex != -1 ); } ID_INLINE bool idClipModel::IsLinked() const { return ( clipLinks != NULL ); } ID_INLINE bool idClipModel::IsEnabled() const { return enabled; } ID_INLINE bool idClipModel::IsEqual( const idTraceModel &trm ) const { return ( traceModelIndex != -1 && *GetCachedTraceModel( traceModelIndex ) == trm ); } ID_INLINE const idTraceModel *idClipModel::GetTraceModel() const { if ( !IsTraceModel() ) { return NULL; } return idClipModel::GetCachedTraceModel( traceModelIndex ); } //=============================================================== // // idClip // //=============================================================== class idClip { friend class idClipModel; public: idClip(); void Init(); void Shutdown(); // clip versus the rest of the world bool Translation( trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); bool Rotation( trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); bool Motion( trace_t &results, const idVec3 &start, const idVec3 &end, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); int Contacts( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); int Contents( const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); // special case translations versus the rest of the world bool TracePoint( trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask, const idEntity *passEntity ); bool TraceBounds( trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds, int contentMask, const idEntity *passEntity ); // clip versus a specific model void TranslationModel( trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis ); void RotationModel( trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis ); int ContactsModel( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis ); int ContentsModel( const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis ); // clip versus all entities but not the world void TranslationEntities( trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity ); // get a contact feature bool GetModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding ) const; // get entities/clip models within or touching the given bounds int EntitiesTouchingBounds( const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount ) const; int ClipModelsTouchingBounds( const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount ) const; const idBounds & GetWorldBounds() const; idClipModel * DefaultClipModel(); // stats and debug drawing void PrintStatistics(); void DrawClipModels( const idVec3 &eye, const float radius, const idEntity *passEntity ); bool DrawModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, int lifetime ) const; private: int numClipSectors; struct clipSector_s * clipSectors; idBounds worldBounds; idClipModel temporaryClipModel; idClipModel defaultClipModel; mutable int touchCount; // statistics int numTranslations; int numRotations; int numMotions; int numRenderModelTraces; int numContents; int numContacts; private: struct clipSector_s * CreateClipSectors_r( const int depth, const idBounds &bounds, idVec3 &maxSector ); void ClipModelsTouchingBounds_r( const struct clipSector_s *node, struct listParms_s &parms ) const; const idTraceModel * TraceModelForClipModel( const idClipModel *mdl ) const; int GetTraceClipModels( const idBounds &bounds, int contentMask, const idEntity *passEntity, idClipModel **clipModelList ) const; void TraceRenderModel( trace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, const idMat3 &axis, idClipModel *touch ) const; }; ID_INLINE bool idClip::TracePoint( trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask, const idEntity *passEntity ) { Translation( results, start, end, NULL, mat3_identity, contentMask, passEntity ); return ( results.fraction < 1.0f ); } ID_INLINE bool idClip::TraceBounds( trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds, int contentMask, const idEntity *passEntity ) { temporaryClipModel.LoadModel( idTraceModel( bounds ) ); Translation( results, start, end, &temporaryClipModel, mat3_identity, contentMask, passEntity ); return ( results.fraction < 1.0f ); } ID_INLINE const idBounds & idClip::GetWorldBounds() const { return worldBounds; } ID_INLINE idClipModel *idClip::DefaultClipModel() { return &defaultClipModel; } #endif /* !__CLIP_H__ */