Files
DoomRTX/neo/prey/cm/CollisionModel_contacts.cpp
2026-05-09 22:10:40 -07:00

49 lines
1.6 KiB
C++

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