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- /*
- ===========================================================================
- 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;
- }
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