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https://github.com/id-Software/DOOM-3-BFG.git
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78 lines
3.1 KiB
C++
78 lines
3.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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===============================================================================
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Trace model vs. polygonal model collision detection.
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===============================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "CollisionModel_local.h"
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/*
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===============================================================================
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Retrieving contacts
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===============================================================================
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*/
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/*
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==================
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idCollisionModelManagerLocal::Contacts
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==================
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*/
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int idCollisionModelManagerLocal::Contacts( contactInfo_t* contacts, const int maxContacts, const idVec3& start, const idVec6& dir, const float depth,
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const idTraceModel* trm, const idMat3& trmAxis, int contentMask,
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cmHandle_t model, const idVec3& origin, const idMat3& modelAxis )
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{
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trace_t results;
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idVec3 end;
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// same as Translation but instead of storing the first collision we store all collisions as contacts
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idCollisionModelManagerLocal::getContacts = true;
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idCollisionModelManagerLocal::contacts = contacts;
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idCollisionModelManagerLocal::maxContacts = maxContacts;
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idCollisionModelManagerLocal::numContacts = 0;
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end = start + dir.SubVec3( 0 ) * depth;
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idCollisionModelManagerLocal::Translation( &results, start, end, trm, trmAxis, contentMask, model, origin, modelAxis );
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if( dir.SubVec3( 1 ).LengthSqr() != 0.0f )
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{
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// FIXME: rotational contacts
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}
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idCollisionModelManagerLocal::getContacts = false;
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idCollisionModelManagerLocal::maxContacts = 0;
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return idCollisionModelManagerLocal::numContacts;
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}
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