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CnC_Renegade/Code/Tools/LevelEdit/Box3D.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/Box3D.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/28/01 3:11p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
//
//
// Following is a diagram specifying which entries in the m_Verticies array
// correspond to which verticies in the box (in object space).
// I don't know how well this diagram is going to hold up to different editors/font sizes, etc
// so I apologize in advance if its unreadable... ;>
//
//
// 2 --------------- 3
// /| /|
// / | / |
// / | / |
// 6 --------------- 7 |
// | | | |
// | | | |
// | 1|_________|___| 0
// | / | /
// | / | /
// |/ |/
// 5 --------------- 4
//
//
//
//
#include "stdafx.h"
#include "box3d.h"
#include "coltest.h"
#include "tri.h"
#include "leveleditdoc.h"
#include "cameramgr.h"
#include "camera.h"
/////////////////////////////////////////////////////////////////////////////////////////
// Local constants and typedefs
/////////////////////////////////////////////////////////////////////////////////////////
typedef enum
{
FACE_FRONT = 0,
FACE_BACK,
FACE_TOP,
FACE_BOTTOM,
FACE_RIGHT,
FACE_LEFT,
FACE_COUNT
} FACE_INDEX;
const int FACE_VERTICIES[6][4] = {
{ 5, 4, 6, 7 }, { 0, 1, 3, 2 },
{ 3, 2, 7, 6 }, { 4, 5, 0, 1 },
{ 1, 5, 2, 6 }, { 4, 0, 7, 3 }
};
const float MIN_SIZE = 0.01F;
/////////////////////////////////////////////////////////////////////////////////////////
// Local prototypes
/////////////////////////////////////////////////////////////////////////////////////////
static bool Find_Intersection_Point (const AABoxClass &box, const Vector3 &p0, const Vector3 &p1, float *percent, Vector3 *intersection_point);
/////////////////////////////////////////////////////////////////////////////////////////
//
// Create_Model
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Create_Model (void)
{
//
// Assign a default vertex material for the model
//
VertexMaterialClass *vmat = new VertexMaterialClass ();
vmat->Set_Lighting (false);
vmat->Set_Ambient(0,0,0);
vmat->Set_Diffuse(0,0,0);
vmat->Set_Specular(0,0,0);
vmat->Set_Emissive(1,1,1);
vmat->Set_Opacity(0.5F);
vmat->Set_Shininess(0.0f);
//vmat->Set_Opacity (0.5F);
Set_Vertex_Material (vmat);
MEMBER_RELEASE (vmat);
//
// Use an alpha shader so the box will be transparent
//
Set_Shader (ShaderClass::_PresetAlphaSolidShader);
Enable_Sort ();
float half_width = m_Dimensions.Y / 2.0F;
float half_height = m_Dimensions.Z / 2.0F;
float half_depth = m_Dimensions.X / 2.0F;
// Determine the object space coords of our 8 verticies
m_Verticies[0].X = -half_depth;
m_Verticies[0].Y = half_width;
m_Verticies[0].Z = -half_height;
m_Verticies[1].X = -half_depth;
m_Verticies[1].Y = -half_width;
m_Verticies[1].Z = -half_height;
m_Verticies[2].X = -half_depth;
m_Verticies[2].Y = -half_width;
m_Verticies[2].Z = half_height;
m_Verticies[3].X = -half_depth;
m_Verticies[3].Y = half_width;
m_Verticies[3].Z = half_height;
m_Verticies[4].X = half_depth;
m_Verticies[4].Y = half_width;
m_Verticies[4].Z = -half_height;
m_Verticies[5].X = half_depth;
m_Verticies[5].Y = -half_width;
m_Verticies[5].Z = -half_height;
m_Verticies[6].X = half_depth;
m_Verticies[6].Y = -half_width;
m_Verticies[6].Z = half_height;
m_Verticies[7].X = half_depth;
m_Verticies[7].Y = half_width;
m_Verticies[7].Z = half_height;
//Set_Vertex_Color (Vector3 (0.0F, 0.0F, ((float)(iface)) * 0.15F));
Set_Vertex_Color (Vector4 (0.0F, 0.5F, 0.0F, 0.5f));
//Set_Vertex_Alpha (0.5F);
// Loop through all the faces and create them from triangle strips.
for (int iface = 0; iface < FACE_COUNT; iface ++) {
Begin_Tri_Strip ();
Easy_Vertex (m_Verticies[FACE_VERTICIES[iface][0]]);
Easy_Vertex (m_Verticies[FACE_VERTICIES[iface][1]]);
Easy_Vertex (m_Verticies[FACE_VERTICIES[iface][2]]);
Easy_Vertex (m_Verticies[FACE_VERTICIES[iface][3]]);
End_Tri_Strip ();
}
Set_Collision_Type (COLLISION_TYPE_0);
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Set_Dimensions
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Set_Dimensions (const Vector3 &dimensions)
{
Set_Width (dimensions.Y);
Set_Height (dimensions.Z);
Set_Depth (dimensions.X);
Update_Verticies ();
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Set_Width
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Set_Width (float width)
{
width = ::fabs (width);
// Determine if the widht actually changed or not
float curr_width = m_Dimensions.Y;
if (curr_width != width) {
// Recalc the obj-space positions of our 8 verticies
float half_width = width / 2.0F;
m_Verticies[0].Y = half_width;
m_Verticies[1].Y = -half_width;
m_Verticies[2].Y = -half_width;
m_Verticies[3].Y = half_width;
m_Verticies[4].Y = half_width;
m_Verticies[5].Y = -half_width;
m_Verticies[6].Y = -half_width;
m_Verticies[7].Y = half_width;
// Keep a flag around that will tell us we need
// to update the verticies in the model when we're ready
m_bDirty = true;
m_Dimensions.Y = width;
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Set_Height
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Set_Height (float height)
{
height = ::fabs (height);
// Determine if the height actually changed or not
float curr_height = m_Dimensions.Z;
if (curr_height != height) {
// Recalc the obj-space positions of our 8 verticies
float half_height = height / 2.0F;
m_Verticies[0].Z = -half_height;
m_Verticies[1].Z = -half_height;
m_Verticies[2].Z = half_height;
m_Verticies[3].Z = half_height;
m_Verticies[4].Z = -half_height;
m_Verticies[5].Z = -half_height;
m_Verticies[6].Z = half_height;
m_Verticies[7].Z = half_height;
// Keep a flag around that will tell us we need
// to update the verticies in the model when we're ready
m_bDirty = true;
m_Dimensions.Z = height;
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Set_Depth
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Set_Depth (float depth)
{
depth = ::fabs (depth);
// Determine if the depth actually changed or not
float curr_depth = m_Dimensions.X;
if (curr_depth != depth) {
// Recalc the obj-space positions of our 8 verticies
float half_depth = depth / 2.0F;
m_Verticies[0].X = -half_depth;
m_Verticies[1].X = -half_depth;
m_Verticies[2].X = -half_depth;
m_Verticies[3].X = -half_depth;
m_Verticies[4].X = half_depth;
m_Verticies[5].X = half_depth;
m_Verticies[6].X = half_depth;
m_Verticies[7].X = half_depth;
// Keep a flag around that will tell us we need
// to update the verticies in the model when we're ready
m_bDirty = true;
m_Dimensions.X = depth;
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Update_Verticies
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Update_Verticies (void)
{
if (m_bDirty) {
// Loop through all 24 verticies in the model and
// update their obj-space positions
int ivertex = 0;
for (int iface = 0; iface < FACE_COUNT; iface ++) {
Easy_Move_Vertex (ivertex++, m_Verticies[FACE_VERTICIES[iface][0]]);
Easy_Move_Vertex (ivertex++, m_Verticies[FACE_VERTICIES[iface][1]]);
Easy_Move_Vertex (ivertex++, m_Verticies[FACE_VERTICIES[iface][2]]);
Easy_Move_Vertex (ivertex++, m_Verticies[FACE_VERTICIES[iface][3]]);
}
// We're no longer dirty
m_bDirty = false;
Set_Dirty_Bounds ();
Set_Dirty ();
Invalidate_Cached_Bounding_Volumes ();
Update_Cached_Bounding_Volumes ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Vertex_Lock_Position
//
/////////////////////////////////////////////////////////////////////////////////////////
Vector3
Box3DClass::Get_Vertex_Lock_Position (int vertex)
{
Vector3 position (0, 0, 0);
// Params OK?
if ((vertex >= 0) && (vertex < 8)) {
switch (vertex) {
case 0:
position = m_Verticies[6];
break;
case 1:
position = m_Verticies[7];
break;
case 2:
position = m_Verticies[4];
break;
case 3:
position = m_Verticies[5];
break;
case 4:
position = m_Verticies[2];
break;
case 5:
position = m_Verticies[3];
break;
case 6:
position = m_Verticies[0];
break;
case 7:
position = m_Verticies[1];
break;
}
// Convert the vertex position from obj space to world space
//position += Get_Transform ().Get_Translation ();
position = Get_Transform () * position;
}
// Return the vertex position
return position;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Position_Vertex
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Position_Vertex
(
int vertex,
const Vector3 &new_position
)
{
// Params OK?
if ((vertex >= 0) && (vertex < 8)) {
// Make a box from the vertex that we are 'locking' and
// the new position
Make_Box (Get_Vertex_Lock_Position (vertex), new_position);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Translate_Vertex
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Translate_Vertex
(
int vertex,
const Vector3 &translation
)
{
// Params OK?
if ((vertex >= 0) && (vertex < 8)) {
float new_width = m_Dimensions.Y;
float new_height = m_Dimensions.Z;
float new_depth = m_Dimensions.X;
// Modifiy the dimensions of the box
new_width += translation.Y * 2.0F;
new_height += translation.Z * 2.0F;
new_depth += translation.X * 2.0F;
// Modify the dimensions of the box if they are all valid
if ((new_width >= MIN_SIZE) &&
(new_height >= MIN_SIZE) &&
(new_depth >= MIN_SIZE)) {
Set_Dimensions (Vector3 (new_depth, new_width, new_height));
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Make_Box
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Make_Box
(
const Vector3 &point1,
const Vector3 &point2
)
{
// Calculate the new center point for the box
Vector3 delta = point2 - point1;
Vector3 center = point1 + (delta / 2.0F);
// Recalc the box's position to be centered around the 2 points
Matrix3D transform = Get_Transform ();
transform.Set_Translation (center);
Set_Transform (transform);
// Convert the 2 points to object space
Matrix3D transform_inv;
transform.Get_Orthogonal_Inverse (transform_inv);
Vector3 obj_point1 = transform_inv * point1;
Vector3 obj_point2 = transform_inv * point2;
//Vector3 obj_point1 = point1 - center;
//Vector3 obj_point2 = point2 - center;
// Use these 2 points to determine the bottom left
// and upper right points of the box
Vector3 bottom_left;
Vector3 upper_right;
bottom_left.X = max (obj_point1.X, obj_point2.X);
bottom_left.Y = min (obj_point1.Y, obj_point2.Y);
bottom_left.Z = min (obj_point1.Z, obj_point2.Z);
upper_right.X = min (obj_point1.X, obj_point2.X);
upper_right.Y = max (obj_point1.Y, obj_point2.Y);
upper_right.Z = max (obj_point1.Z, obj_point2.Z);
// Given the bottom left and upper right coords, determine
// what each of the 8 verticies are...
m_Verticies[0].X = upper_right.X;
m_Verticies[0].Y = upper_right.Y;
m_Verticies[0].Z = bottom_left.Z;
m_Verticies[1].X = upper_right.X;
m_Verticies[1].Y = bottom_left.Y;
m_Verticies[1].Z = bottom_left.Z;
m_Verticies[2].X = upper_right.X;
m_Verticies[2].Y = bottom_left.Y;
m_Verticies[2].Z = upper_right.Z;
m_Verticies[3].X = upper_right.X;
m_Verticies[3].Y = upper_right.Y;
m_Verticies[3].Z = upper_right.Z;
m_Verticies[4].X = bottom_left.X;
m_Verticies[4].Y = upper_right.Y;
m_Verticies[4].Z = bottom_left.Z;
m_Verticies[5].X = bottom_left.X;
m_Verticies[5].Y = bottom_left.Y;
m_Verticies[5].Z = bottom_left.Z;
m_Verticies[6].X = bottom_left.X;
m_Verticies[6].Y = bottom_left.Y;
m_Verticies[6].Z = upper_right.Z;
m_Verticies[7].X = bottom_left.X;
m_Verticies[7].Y = upper_right.Y;
m_Verticies[7].Z = upper_right.Z;
// Recalc the box's dimensions and update its mesh
m_Dimensions = upper_right - bottom_left;
m_Dimensions.X = fabs (m_Dimensions.X);
m_Dimensions.Y = fabs (m_Dimensions.Y);
m_Dimensions.Z = fabs (m_Dimensions.Z);
m_bDirty = true;
Update_Verticies ();
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Cast_Ray
//
/////////////////////////////////////////////////////////////////////////////////////////
bool
Box3DClass::Cast_Ray (RayCollisionTestClass & raytest)
{
if ((Get_Collision_Type() & raytest.CollisionType) == 0) return false;
Matrix3D world_to_obj;
Get_Transform().Get_Orthogonal_Inverse(world_to_obj);
RayCollisionTestClass objray(raytest,world_to_obj);
AABoxClass box;
box.Center.Set (0, 0, 0);
box.Extent = m_Dimensions * 0.5F;
bool hit = CollisionMath::Collide (objray.Ray, box, raytest.Result);
/*OBBoxClass obbox;
obbox.Center = Get_Transform ().Get_Translation ();
obbox.Extent = m_Dimensions * 0.5F;
obbox.Basis = Matrix3 (Get_Transform ());
CastResultStruct test_result = *raytest.Result;
bool obb_hit = CollisionMath::Collide (raytest.Ray, obbox, &test_result);
WWASSERT (hit == obb_hit);*/
//
// Transform result back into original coordinate system
//
if (hit) {
raytest.CollidedRenderObj = this;
if (raytest.Result->ComputeContactPoint) {
Matrix3D::Transform_Vector (Get_Transform (), raytest.Result->ContactPoint, &(raytest.Result->ContactPoint));
}
}
return hit;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Obj_Space_Bounding_Box
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
{
box.Center = Vector3 (0,0,0);
box.Extent = m_Dimensions * 0.5F;
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Set_Color
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Set_Color (const Vector3 &color)
{
for (int vertex = 0; vertex < VertCount; vertex ++) {
Change_Vertex_Color (vertex, Vector4 (color.X, color.Y, color.Z, 0.5F), 0);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Render
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Render (RenderInfoClass &rinfo)
{
// Only render if we if flagged visible
if (Is_Not_Hidden_At_All ()) {
DynamicMeshClass::Render (rinfo);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Get_Vertex_Position
//
/////////////////////////////////////////////////////////////////////////////////////////
Vector3
Box3DClass::Get_Vertex_Position (int vertex)
{
// The vertex position is simply the box's world position + the vertex offset
//Vector3 position = Get_Transform ().Get_Translation ();
//position += m_Verticies[vertex];
Vector3 position = Get_Transform () * m_Verticies[vertex];
// Return the vertex position
return position;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Drag_VertexXY
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Drag_VertexXY (int vertex_index, POINT point, const Vector3 &locked_vertex)
{
//
// The start of the ray is simply the camera's position
//
Vector3 ray_start = ::Get_Camera_Mgr ()->Get_Camera ()->Get_Transform ().Get_Translation ();
//
// Ensure the 'point' is correct for this mode (fullscreen/windowed)
//
float xpos = point.x;
float ypos = point.y;
::Constrain_Point_To_Aspect_Ratio (xpos, ypos);
//
// The 'end' of the ray is the world coordinates of the supplied point
//
Vector3 ray_end;
::Get_Camera_Mgr ()->Get_Camera ()->Device_To_World_Space (Vector2 (xpos, ypos), &ray_end);
ray_end = ray_start + ((ray_end-ray_start) * 1000.00F);
//
// If the ray isn't parallel to the z-axis, then move the corner vertex
//
if (fabs(ray_end.Z - ray_start.Z) > 1.0F) {
Vector3 vertex_pos = Get_Vertex_Position (vertex_index);
// Calculate the fraction of the distance along the ray where the
// Z value of the ray is the same as the Z value of the vertex we are moving.
// This simulates an intersection of the ray with the x-y plane at height 'z'.
double fraction = double(vertex_pos.Z - ray_start.Z) / double(ray_end.Z - ray_start.Z);
// Now calcuate the 2nd point based on this fraction.
// To do this we use the parameterized form of a line equation:
// P = P1 + (P2 - P1) * t
// (Where t is a percentage between 0 and 1)
Vector3 new_point = ray_start + ((ray_end - ray_start) * fraction);
Make_Box (locked_vertex, new_point);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////////////////
//
// Drag_VertexZ
//
/////////////////////////////////////////////////////////////////////////////////////////
void
Box3DClass::Drag_VertexZ (int vertex_index, POINT point, const Vector3 &locked_vertex)
{
//
// The start of the ray is simply the camera's position
//
Vector3 ray_start = ::Get_Camera_Mgr ()->Get_Camera ()->Get_Transform ().Get_Translation ();
//
// Ensure the 'point' is correct for this mode (fullscreen/windowed)
//
float xpos = point.x;
float ypos = point.y;
::Constrain_Point_To_Aspect_Ratio (xpos, ypos);
//
// The 'end' of the ray is the world coordinates of the supplied point
//
Vector3 ray_end;
::Get_Camera_Mgr ()->Get_Camera ()->Device_To_World_Space (Vector2 (xpos, ypos), &ray_end);
ray_end = ray_start + ((ray_end-ray_start) * 1000.00F);
//
// Determine which plane (y-z or x-z) to base the movement on
//
float deltax = ::fabs (ray_end.X - ray_start.X);
float deltay = ::fabs (ray_end.Y - ray_start.Y);
//
// Determine where the ray intersects this plane
//
double fraction = 0;
Vector3 vertex_pos = Get_Vertex_Position (vertex_index);
if ((deltax > deltay) && (deltax != 0.0F)) {
// Calculate the fraction of the distance along the ray where the
// X value of the ray is the same as the X value of the vertex.
// This simulates an intersection of the ray with the y-z plane at depth 'x'.
fraction = double(vertex_pos.X - ray_start.X) / double(ray_end.X - ray_start.X);
} else if ((deltay > deltax) && (deltay != 0.0F)) {
// Calculate the fraction of the distance along the ray where the
// X value of the ray is the same as the X value of the vertex.
// This simulates an intersection of the ray with the x-z plane at depth 'y'.
fraction = double(vertex_pos.Y - ray_start.Y) / double(ray_end.Y - ray_start.Y);
}
// If we calculated a valid fraction, then use it
// to determine the new vertex position.
if (min (deltax, deltay) != 0.0F) {
// Now calcuate the 2nd point based on this fraction.
// To do this we use the parameterized form of a line equation:
// P = P1 + (P2 - P1) * t
// (Where t is a percentage between 0 and 1)
Vector3 new_point = vertex_pos;
new_point.Z = ray_start.Z + ((ray_end.Z - ray_start.Z) * fraction);
Make_Box (locked_vertex, new_point);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Find_Intersection_Point
//
//////////////////////////////////////////////////////////////////////////////////
bool
Find_Intersection_Point
(
const AABoxClass & box,
const Vector3 & p0,
const Vector3 & p1,
float * percent,
Vector3 * intersection_point
)
{
bool retval = false;
//
// Find the locations of each of the 6 "planes"
// we will be testing against
//
float x1 = box.Center.X - box.Extent.X;
float x2 = box.Center.X + box.Extent.X;
float y1 = box.Center.Y - box.Extent.Y;
float y2 = box.Center.Y + box.Extent.Y;
float z1 = box.Center.Z - box.Extent.Z;
float z2 = box.Center.Z + box.Extent.Z;
float t_values[6] = { -1, -1, -1, -1, -1, -1 };
Vector3 delta = p1 - p0;
//
// Find the "t" values where the line intersects the
// 2 "Y-Z" planes
//
if (delta.X != 0) {
t_values[0] = (x1 - p0.X) / delta.X;
t_values[1] = (x2 - p0.X) / delta.X;
}
//
// Find the "t" values where the line intersects the
// 2 "X-Z" planes
//
if (delta.Y != 0) {
t_values[2] = (y1 - p0.Y) / delta.Y;
t_values[3] = (y2 - p0.Y) / delta.Y;
}
//
// Find the "t" values where the line intersects the
// 2 "X-Y" planes
//
if (delta.Z != 0) {
t_values[4] = (z1 - p0.Z) / delta.Z;
t_values[5] = (z2 - p0.Z) / delta.Z;
}
//
// Loop over all the "t" values we've calculated
//
(*percent) = 2.0F;
for (int index = 0; index < 6; index ++) {
//
// Is this "t" value the smallest in-range value we've
// found yet?
//
if ( t_values[index] >= 0 &&
t_values[index] <= 1.0F &&
t_values[index] < (*percent))
{
//
// Find the point which exists at this "t" value along the line segment
//
Vector3 point = p0 + delta * t_values[index];
//
// If this point isn't outside the box, then we'll consider it good enough
//
if ( (WWMath::Fabs (point.X - box.Center.X) <= (box.Extent.X + WWMATH_EPSILON)) &&
(WWMath::Fabs (point.Y - box.Center.Y) <= (box.Extent.Y + WWMATH_EPSILON)) &&
(WWMath::Fabs (point.Z - box.Center.Z) <= (box.Extent.Z + WWMATH_EPSILON)))
{
(*percent) = t_values[index];
(*intersection_point) = point;
retval = true;
}
}
}
return retval;
}