Clip Functions to check Specific Models
Originally written by Ishtvan on http://forums.thedarkmod.com/topic/3480
Looking at the clip functions for something else, I noticed there are some set up to clip vs. specific models, and to trace against everything but the world. I seem to remember this coming up in the past, but I never knew about these functions until now. For example in the rope arrows, there's sometimes a problem jumping between two rope arrows on a wall, because the trace hits the wall instead of the rope. This could be useful to ignore the world in the test, although we'd have to put in another test if a rope was found to make sure the player can't climb ropes through walls.
Anyway, here's a list of functions in idClip. Posting them will be useful to me anyway, because I always forget and have to look them up in the source:
// clip versus the rest of the world
bool Translation( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
bool Rotation( trace_t &results, const idVec3 &start, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
bool Motion( trace_t &results, const idVec3 &start, const idVec3 &end, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
int Contacts( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
int Contents( const idVec3 &start,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
// special case translations versus the rest of the world
bool TracePoint( trace_t &results, const idVec3 &start, const idVec3 &end,
int contentMask, const idEntity *passEntity );
bool TraceBounds( trace_t &results, const idVec3 &start, const idVec3 &end, const idBounds &bounds,
int contentMask, const idEntity *passEntity );
// clip versus a specific model
void TranslationModel( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
void RotationModel( trace_t &results, const idVec3 &start, const idRotation &rotation,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
int ContactsModel( contactInfo_t *contacts, const int maxContacts, const idVec3 &start, const idVec6 &dir, const float depth,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
int ContentsModel( const idVec3 &start,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask,
cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis );
// clip versus all entities but not the world
void TranslationEntities( trace_t &results, const idVec3 &start, const idVec3 &end,
const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity );
// get a contact feature
bool GetModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, idFixedWinding &winding ) const;
// get entities/clip models within or touching the given bounds
int EntitiesTouchingBounds( const idBounds &bounds, int contentMask, idEntity **entityList, int maxCount ) const;
int ClipModelsTouchingBounds( const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount ) const;
const idBounds & GetWorldBounds( void ) const;
idClipModel * DefaultClipModel( void );
// stats and debug drawing
void PrintStatistics( void );
void DrawClipModels( const idVec3 &eye, const float radius, const idEntity *passEntity );
bool DrawModelContactFeature( const contactInfo_t &contact, const idClipModel *clipModel, int lifetime ) const;