/* =========================================================================== 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 __COLLISIONMODELMANAGER_H__ #define __COLLISIONMODELMANAGER_H__ /* =============================================================================== Trace model vs. polygonal model collision detection. Short translations are the least expensive. Retrieving contact points is about as cheap as a short translation. Position tests are more expensive and rotations are most expensive. There is no position test at the start of a translation or rotation. In other words if a translation with start != end or a rotation with angle != 0 starts in solid, this goes unnoticed and the collision result is undefined. A translation with start == end or a rotation with angle == 0 performs a position test and fills in the trace_t structure accordingly. =============================================================================== */ // contact type typedef enum { CONTACT_NONE, // no contact CONTACT_EDGE, // trace model edge hits model edge CONTACT_MODELVERTEX, // model vertex hits trace model polygon CONTACT_TRMVERTEX // trace model vertex hits model polygon } contactType_t; // contact info typedef struct { contactType_t type; // contact type idVec3 point; // point of contact idVec3 normal; // contact plane normal float dist; // contact plane distance int contents; // contents at other side of surface const idMaterial* material; // surface material int modelFeature; // contact feature on model int trmFeature; // contact feature on trace model int entityNum; // entity the contact surface is a part of int id; // id of clip model the contact surface is part of } contactInfo_t; // trace result typedef struct trace_s { float fraction; // fraction of movement completed, 1.0 = didn't hit anything idVec3 endpos; // final position of trace model idMat3 endAxis; // final axis of trace model contactInfo_t c; // contact information, only valid if fraction < 1.0 } trace_t; typedef int cmHandle_t; #define CM_CLIP_EPSILON 0.25f // always stay this distance away from any model #define CM_BOX_EPSILON 1.0f // should always be larger than clip epsilon #define CM_MAX_TRACE_DIST 4096.0f // maximum distance a trace model may be traced, point traces are unlimited class idCollisionModelManager { public: virtual ~idCollisionModelManager() {} // Loads collision models from a map file. virtual void LoadMap( const idMapFile* mapFile ) = 0; // Frees all the collision models. virtual void FreeMap() = 0; virtual void Preload( const char* mapName ) = 0; // Gets the clip handle for a model. virtual cmHandle_t LoadModel( const char* modelName ) = 0; // Sets up a trace model for collision with other trace models. virtual cmHandle_t SetupTrmModel( const idTraceModel& trm, const idMaterial* material ) = 0; // Creates a trace model from a collision model, returns true if succesfull. virtual bool TrmFromModel( const char* modelName, idTraceModel& trm ) = 0; // Gets the name of a model. virtual const char* GetModelName( cmHandle_t model ) const = 0; // Gets the bounds of a model. virtual bool GetModelBounds( cmHandle_t model, idBounds& bounds ) const = 0; // Gets all contents flags of brushes and polygons of a model ored together. virtual bool GetModelContents( cmHandle_t model, int& contents ) const = 0; // Gets a vertex of a model. virtual bool GetModelVertex( cmHandle_t model, int vertexNum, idVec3& vertex ) const = 0; // Gets an edge of a model. virtual bool GetModelEdge( cmHandle_t model, int edgeNum, idVec3& start, idVec3& end ) const = 0; // Gets a polygon of a model. virtual bool GetModelPolygon( cmHandle_t model, int polygonNum, idFixedWinding& winding ) const = 0; // Translates a trace model and reports the first collision if any. virtual void Translation( trace_t* results, const idVec3& start, const idVec3& end, const idTraceModel* trm, const idMat3& trmAxis, int contentMask, cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis ) = 0; // Rotates a trace model and reports the first collision if any. virtual void Rotation( trace_t* results, const idVec3& start, const idRotation& rotation, const idTraceModel* trm, const idMat3& trmAxis, int contentMask, cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis ) = 0; // Returns the contents touched by the trace model or 0 if the trace model is in free space. virtual int Contents( const idVec3& start, const idTraceModel* trm, const idMat3& trmAxis, int contentMask, cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis ) = 0; // Stores all contact points of the trace model with the model, returns the number of contacts. virtual int 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& modelOrigin, const idMat3& modelAxis ) = 0; // Tests collision detection. virtual void DebugOutput( const idVec3& origin ) = 0; // Draws a model. virtual void DrawModel( cmHandle_t model, const idVec3& modelOrigin, const idMat3& modelAxis, const idVec3& viewOrigin, const float radius ) = 0; // Prints model information, use -1 handle for accumulated model info. virtual void ModelInfo( cmHandle_t model ) = 0; // Lists all loaded models. virtual void ListModels() = 0; // Writes a collision model file for the given map entity. virtual bool WriteCollisionModelForMapEntity( const idMapEntity* mapEnt, const char* filename, const bool testTraceModel = true ) = 0; }; extern idCollisionModelManager* collisionModelManager; #endif /* !__COLLISIONMODELMANAGER_H__ */