/* =============================================================================== Trace model vs. polygonal model collision detection. =============================================================================== */ #include "precompiled.h" #pragma hdrstop #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; }