150 lines
7.2 KiB
C++
150 lines
7.2 KiB
C++
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#ifndef __COLLISIONMODELMANAGER_H__
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#define __COLLISIONMODELMANAGER_H__
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/*
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===============================================================================
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Trace model vs. polygonal model collision detection.
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Short translations are the least expensive. Retrieving contact points is
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about as cheap as a short translation. Position tests are more expensive
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and rotations are most expensive.
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There is no position test at the start of a translation or rotation. In other
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words if a translation with start != end or a rotation with angle != 0 starts
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in solid, this goes unnoticed and the collision result is undefined.
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A translation with start == end or a rotation with angle == 0 performs
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a position test and fills in the trace_t structure accordingly.
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===============================================================================
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*/
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// contact type
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enum contactType_t {
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CONTACT_NONE, // no contact
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CONTACT_EDGE, // trace model edge hits model edge
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CONTACT_MODELVERTEX, // model vertex hits trace model polygon
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CONTACT_TRMVERTEX // trace model vertex hits model polygon
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};
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// contact info
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struct contactInfo_t {
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contactType_t type; // contact type
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idVec3 point; // point of contact
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idVec3 normal; // contact plane normal
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float dist; // contact plane distance
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float separation; // contact feature separation at initial position
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int contents; // contents at other side of surface
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const idMaterial * material; // surface material
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int modelFeature; // contact feature on model
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int trmFeature; // contact feature on trace model
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int entityNum; // entity the contact surface is a part of
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int id; // id of clip model the contact surface is part of
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// RAVEN BEGIN
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// jscott: for material type code
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const rvDeclMatType *materialType; // material type of texture (possibly indirected though a hit map)
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// RAVEN END
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};
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// trace result
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struct trace_t {
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float fraction; // fraction of movement completed, 1.0 = didn't hit anything
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idVec3 endpos; // final position of trace model
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idMat3 endAxis; // final axis of trace model
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contactInfo_t c; // contact information, only valid if fraction < 1.0
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};
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#define WORLD_MODEL_NAME "worldMap" // name of world model
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#define CM_CLIP_EPSILON 0.25f // always stay this distance away from any model
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#define CM_BOX_EPSILON 1.0f // should always be larger than clip epsilon
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#define CM_MAX_TRACE_DIST 4096.0f // maximum distance a trace model may be traced, point traces are unlimited
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// collision model
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class idCollisionModel {
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public:
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virtual ~idCollisionModel() { }
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// Returns the name of the model.
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virtual const char * GetName( void ) const = 0;
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// Gets the bounds of the model.
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virtual bool GetBounds( idBounds &bounds ) const = 0;
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// Gets all contents flags of brushes and polygons of the model ored together.
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virtual bool GetContents( int &contents ) const = 0;
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// Gets a vertex of the model.
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virtual bool GetVertex( int vertexNum, idVec3 &vertex ) const = 0;
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// Gets an edge of the model.
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virtual bool GetEdge( int edgeNum, idVec3 &start, idVec3 &end ) const = 0;
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// Gets a polygon of the model.
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virtual bool GetPolygon( int polygonNum, idFixedWinding &winding ) const = 0;
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};
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// collision model manager
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class idCollisionModelManager {
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public:
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virtual ~idCollisionModelManager( void ) {}
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virtual void Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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// Loads collision models from a map file.
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virtual void LoadMap( const idMapFile *mapFile, bool forceReload ) = 0;
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// Frees all the collision models for the given map.
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virtual void FreeMap( const char *mapName ) = 0;
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// Loads a collision model.
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virtual idCollisionModel * LoadModel( const char *mapName, const char *modelName ) = 0;
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// RAVEN BEGIN
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// mwhitlock: conversion from idRenderModel to MD5R fixes (to keep redundant collision surfaces out of the MD5R files).
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virtual idCollisionModel * ExtractCollisionModel( idRenderModel *renderModel, const char *modelName ) = 0;
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// RAVEN END
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// Precaches a collision model.
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virtual void PreCacheModel( const char *mapName, const char *modelName ) = 0;
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// Free the given model.
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virtual void FreeModel( idCollisionModel *model ) = 0;
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// Purge all unused models.
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virtual void PurgeModels( void ) = 0;
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// Sets up a trace model for collision with other trace models.
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virtual idCollisionModel * ModelFromTrm( const char *mapName, const char *modelName, const idTraceModel &trm, const idMaterial *material ) = 0;
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// Creates a trace model from a collision model, returns true if succesfull.
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virtual bool TrmFromModel( const char *mapName, const char *modelName, idTraceModel &trm ) = 0;
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// Creates a trace model for each primitive of the collision model, returns the number of trace models.
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virtual int CompoundTrmFromModel( const char *mapName, const char *modelName, idTraceModel *trms, int maxTrms ) = 0;
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// Translates a trace model and reports the first collision if any.
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virtual void Translation( trace_t *results, const idVec3 &start, const idVec3 &end,
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const idTraceModel *trm, const idMat3 &trmAxis, int contentMask,
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idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0;
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// Rotates a trace model and reports the first collision if any.
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virtual void Rotation( trace_t *results, const idVec3 &start, const idRotation &rotation,
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const idTraceModel *trm, const idMat3 &trmAxis, int contentMask,
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idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0;
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// Returns the contents touched by the trace model or 0 if the trace model is in free space.
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virtual int Contents( const idVec3 &start,
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const idTraceModel *trm, const idMat3 &trmAxis, int contentMask,
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idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0;
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// Stores all contact points of the trace model with the model, returns the number of contacts.
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virtual int 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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idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0;
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// Tests collision detection.
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virtual void DebugOutput( const idVec3 &viewOrigin, const idMat3 &viewAxis ) = 0;
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// Draws a model.
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virtual void DrawModel( idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis,
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const idVec3 &viewOrigin, const idMat3 &viewAxis, const float radius ) = 0;
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// Lists all loaded models.
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virtual void ListModels( void ) = 0;
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// Prints model information, use -1 for accumulated model info.
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virtual void ModelInfo( int num ) = 0;
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virtual void PrintMemInfo( MemInfo *mi ) = 0;
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virtual bool IsLoaded( void ) = 0;
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// Writes a collision model file for the given map entity.
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virtual bool WriteCollisionModelForMapEntity( const idMapEntity *mapEnt, const char *filename, const bool testTraceModel = true ) = 0;
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};
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extern idCollisionModelManager *collisionModelManager;
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#endif /* !__COLLISIONMODELMANAGER_H__ */
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