doom3-bfg/neo/cm/CollisionModel_contacts.cpp
2012-11-26 12:58:24 -06:00

76 lines
3.1 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "../idlib/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;
}