CollisionModel_contacts.cpp (3210B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 /* 30 =============================================================================== 31 32 Trace model vs. polygonal model collision detection. 33 34 =============================================================================== 35 */ 36 37 #pragma hdrstop 38 #include "../idlib/precompiled.h" 39 40 41 #include "CollisionModel_local.h" 42 43 /* 44 =============================================================================== 45 46 Retrieving contacts 47 48 =============================================================================== 49 */ 50 51 /* 52 ================== 53 idCollisionModelManagerLocal::Contacts 54 ================== 55 */ 56 int idCollisionModelManagerLocal::Contacts( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, 57 const idTraceModel *trm, const idMat3 &trmAxis, int contentMask, 58 cmHandle_t model, const idVec3 &origin, const idMat3 &modelAxis ) { 59 trace_t results; 60 idVec3 end; 61 62 // same as Translation but instead of storing the first collision we store all collisions as contacts 63 idCollisionModelManagerLocal::getContacts = true; 64 idCollisionModelManagerLocal::contacts = contacts; 65 idCollisionModelManagerLocal::maxContacts = maxContacts; 66 idCollisionModelManagerLocal::numContacts = 0; 67 end = start + dir.SubVec3(0) * depth; 68 idCollisionModelManagerLocal::Translation( &results, start, end, trm, trmAxis, contentMask, model, origin, modelAxis ); 69 if ( dir.SubVec3(1).LengthSqr() != 0.0f ) { 70 // FIXME: rotational contacts 71 } 72 idCollisionModelManagerLocal::getContacts = false; 73 idCollisionModelManagerLocal::maxContacts = 0; 74 75 return idCollisionModelManagerLocal::numContacts; 76 }