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CnC_Renegade/Code/WWMath/colmathplane.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 : WWMath *
* *
* $Archive:: /Commando/Code/wwmath/colmathplane.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 3/29/00 4:41p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "colmath.h"
#include "colmathplane.h"
#include "aaplane.h"
#include "plane.h"
#include "lineseg.h"
#include "tri.h"
#include "sphere.h"
#include "aabox.h"
#include "obbox.h"
#include "wwdebug.h"
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & plane,const Vector3 & point)
{
float delta = point[plane.Normal] - plane.Dist;
if (delta > COINCIDENCE_EPSILON) {
return POS;
}
if (delta < -COINCIDENCE_EPSILON) {
return NEG;
}
return ON;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & plane,const LineSegClass & line)
{
int mask = 0;
mask |= CollisionMath::Overlap_Test(plane,line.Get_P0());
mask |= CollisionMath::Overlap_Test(plane,line.Get_P1());
return eval_overlap_mask(mask);
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & plane,const TriClass & tri)
{
int mask = 0;
mask |= CollisionMath::Overlap_Test(plane,*tri.V[0]);
mask |= CollisionMath::Overlap_Test(plane,*tri.V[1]);
mask |= CollisionMath::Overlap_Test(plane,*tri.V[2]);
return eval_overlap_mask(mask);
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & plane,const SphereClass & sphere)
{
float delta = sphere.Center[plane.Normal] - plane.Dist;
if (delta > sphere.Radius) {
return POS;
}
if (delta < sphere.Radius) {
return NEG;
}
return BOTH;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & plane,const AABoxClass & box)
{
float delta;
int mask = 0;
// check the 'min' side of the box
delta = (box.Center[plane.Normal] - box.Extent[plane.Normal]) - plane.Dist;
if (delta > WWMATH_EPSILON) {
mask |= POS;
} else if (delta < -WWMATH_EPSILON) {
mask |= NEG;
} else {
mask |= ON;
}
// check the 'max' side of the box
delta = (box.Center[plane.Normal] + box.Extent[plane.Normal]) - plane.Dist;
if (delta > WWMATH_EPSILON) {
mask |= POS;
} else if (delta < -WWMATH_EPSILON) {
mask |= NEG;
} else {
mask |= ON;
}
return eval_overlap_mask(mask);
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const AAPlaneClass & /*plane*/,const OBBoxClass & /*box*/)
{
// TODO
WWASSERT(0);
return POS;
}
// Plane functions. Where is operand B with respect to the plane
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const PlaneClass & plane,const LineSegClass & line)
{
int mask = 0;
mask |= CollisionMath::Overlap_Test(plane,line.Get_P0());
mask |= CollisionMath::Overlap_Test(plane,line.Get_P1());
return eval_overlap_mask(mask);
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const PlaneClass & plane,const TriClass & tri)
{
int mask = 0;
mask |= CollisionMath::Overlap_Test(plane,*tri.V[0]);
mask |= CollisionMath::Overlap_Test(plane,*tri.V[1]);
mask |= CollisionMath::Overlap_Test(plane,*tri.V[2]);
return eval_overlap_mask(mask);
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const PlaneClass & plane,const SphereClass & sphere)
{
float dist = Vector3::Dot_Product(sphere.Center,plane.N) - plane.D;
if (dist > sphere.Radius) {
return POS;
}
if (dist < -sphere.Radius) {
return NEG;
}
return BOTH;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const PlaneClass & plane,const OBBoxClass & box)
{
// rotate the plane normal into box coordinates
Vector3 local_normal;
Vector3 posfarpt;
Vector3 negfarpt;
Matrix3::Transpose_Rotate_Vector(box.Basis,plane.N,&local_normal);
get_far_extent(local_normal,box.Extent,&posfarpt);
// transform the two extreme box coordinates into world space
Matrix3::Rotate_Vector(box.Basis,posfarpt,&posfarpt);
negfarpt = -posfarpt;
posfarpt += box.Center;
negfarpt += box.Center;
// overlap test
if (Overlap_Test(plane,negfarpt) == POS) {
return POS;
}
if (Overlap_Test(plane,posfarpt) == NEG) {
return NEG;
}
return BOTH;
}