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2026-05-09 22:10:40 -07:00

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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */