doom3-bfg/neo/cm/CollisionModel.h

154 lines
7.3 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.
===========================================================================
*/
#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__ */