/*
===========================================================================

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.

===========================================================================
*/

/*
===============================================================================

	Trace model vs. polygonal model collision detection.

===============================================================================
*/

#include "../idlib/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;
}
