/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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 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 Source Code. If not, see . In addition, the Doom 3 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 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. =========================================================================== */ #ifndef __COLLISIONMODELMANAGER_H__ #define __COLLISIONMODELMANAGER_H__ class rvDeclMatType; /* =============================================================================== Trace model vs. polygonal model collision detection. Short translations are the least expensive. Retrieving contact points is about as cheap as a short translation. Position tests are more expensive and rotations are most expensive. There is no position test at the start of a translation or rotation. In other words if a translation with start != end or a rotation with angle != 0 starts in solid, this goes unnoticed and the collision result is undefined. A translation with start == end or a rotation with angle == 0 performs a position test and fills in the trace_t structure accordingly. =============================================================================== */ // contact type typedef enum { CONTACT_NONE, // no contact CONTACT_EDGE, // trace model edge hits model edge CONTACT_MODELVERTEX, // model vertex hits trace model polygon CONTACT_TRMVERTEX // trace model vertex hits model polygon } contactType_t; // contact info struct contactInfo_t { contactInfo_t() { material = nullptr; materialType = nullptr; } contactType_t type; // contact type idVec3 point; // point of contact idVec3 normal; // contact plane normal float dist; // contact plane distance int contents; // contents at other side of surface const idMaterial * material; // surface material int modelFeature; // contact feature on model int trmFeature; // contact feature on trace model int entityNum; // entity the contact surface is a part of int id; // id of clip model the contact surface is part of // RAVEN BEGIN // jscott: for material type code // jmarshall: this really needs to be implemented! const rvDeclMatType* materialType; // material type of texture (possibly indirected though a hit map) // RAVEN END }; // trace result typedef struct trace_s { float fraction; // fraction of movement completed, 1.0 = didn't hit anything idVec3 endpos; // final position of trace model idMat3 endAxis; // final axis of trace model contactInfo_t c; // contact information, only valid if fraction < 1.0 } trace_t; #define WORLD_MODEL_NAME "worldMap" // name of world model #define CM_CLIP_EPSILON 0.25f // always stay this distance away from any model #define CM_BOX_EPSILON 1.0f // should always be larger than clip epsilon #define CM_MAX_TRACE_DIST 4096.0f // maximum distance a trace model may be traced, point traces are unlimited // collision model class idCollisionModel { public: virtual ~idCollisionModel() { } // Returns the name of the model. virtual const char* GetName(void) const = 0; // Gets the bounds of the model. virtual bool GetBounds(idBounds& bounds) const = 0; // Gets all contents flags of brushes and polygons of the model ored together. virtual bool GetContents(int& contents) const = 0; // Gets a vertex of the model. virtual bool GetVertex(int vertexNum, idVec3& vertex) const = 0; // Gets an edge of the model. virtual bool GetEdge(int edgeNum, idVec3& start, idVec3& end) const = 0; // Gets a polygon of the model. virtual bool GetPolygon(int polygonNum, idFixedWinding& winding) const = 0; // Draws a model. virtual void DrawModel(const idVec3& modelOrigin, const idMat3& modelAxis, const idVec3& viewOrigin, const float radius) = 0; // Prints model information, use -1 handle for accumulated model info. virtual void ModelInfo(void) = 0; }; #define PROC_CLIPMODEL_INDEX_START 1 #define PROC_CLIPMODEL_STRING_PRFX "inlined_proc_clip_" class idCollisionModelManager { public: virtual ~idCollisionModelManager( void ) {} // Loads collision models from a map file. virtual void LoadMap( const idMapFile *mapFile, bool forceCreateMap = false ) = 0; // Frees all the collision models. virtual void FreeMap(const char* mapName) = 0; // Gets the clip handle for a model. virtual idCollisionModel *LoadModel(const char* mapName, const char *modelName, const bool precache ) = 0; // Free the given model. virtual void FreeModel(idCollisionModel* model) = 0; // Sets up a trace model for collision with other trace models. virtual idCollisionModel *ModelFromTrm(const char* mapName, const char* modelName, const idTraceModel &trm, const idMaterial *material ) = 0; // Creates a trace model from a collision model, returns true if succesfull. virtual bool TrmFromModel(const char* mapName, const char *modelName, idTraceModel &trm ) = 0; // Translates a trace model and reports the first collision if any. virtual void Translation( trace_t *results, const idVec3 &start, const idVec3 &end, const idTraceModel *trm, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0; // Rotates a trace model and reports the first collision if any. virtual void Rotation( trace_t *results, const idVec3 &start, const idRotation &rotation, const idTraceModel *trm, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0; // Returns the contents touched by the trace model or 0 if the trace model is in free space. virtual int Contents( const idVec3 &start, const idTraceModel *trm, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0; // Stores all contact points of the trace model with the model, returns the number of contacts. virtual int Contacts( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth, const idTraceModel *trm, const idMat3 &trmAxis, int contentMask, idCollisionModel *model, const idVec3 &modelOrigin, const idMat3 &modelAxis ) = 0; // Tests collision detection. virtual void DebugOutput( const idVec3 &origin ) = 0; // Lists all loaded models. virtual void ListModels( void ) = 0; // Writes a collision model file for the given map entity. virtual bool WriteCollisionModelForMapEntity( const idMapEntity *mapEnt, const char *filename, const bool testTraceModel = true ) = 0; virtual void DrawModel(idCollisionModel* model, const idVec3& modelOrigin, const idMat3& modelAxis,const idVec3& viewOrigin, const idMat3& viewAxis, const float radius) = 0; // jmarshall virtual int GetNumInlinedProcClipModels(void) = 0; virtual idCollisionModel* GetCollisionModel(int index) = 0; virtual int PointContents(const idVec3 p, idCollisionModel *model) = 0; // jmarshall end }; extern idCollisionModelManager * collisionModelManager; #endif /* !__COLLISIONMODELMANAGER_H__ */