text: /*
  ===========================================================================
  
  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;
  }
  