250 lines
15 KiB
C++
250 lines
15 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/colmathsphere.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 4/25/01 2:05p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
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* CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
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* CollisionMath::Overlap_Test -- Sphere - Point overlap test *
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* CollisionMath::Overlap_Test -- sphere line overlap test *
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* CollisionMath::Overlap_Test -- sphere triangle overlap test *
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* CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
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* CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
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* CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "colmath.h"
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#include "aaplane.h"
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#include "plane.h"
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#include "lineseg.h"
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#include "tri.h"
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#include "sphere.h"
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#include "aabox.h"
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#include "obbox.h"
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#include "wwdebug.h"
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// Sphere Intersection fucntions. Does the sphere intersect the passed in object
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/***********************************************************************************************
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* CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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bool CollisionMath::Intersection_Test(const SphereClass & sphere,const AABoxClass & box)
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{
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/*
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** Simple but slightly inaccurate test, expand the box by the sphere's radius, then
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** test whether the sphere is contained in that new box. This is actually testing
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** against a cube which encloses the sphere...
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*/
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Vector3 dc = box.Center - sphere.Center;
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if (WWMath::Fabs(dc.X) < box.Extent.X + sphere.Radius) return false;
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if (WWMath::Fabs(dc.Y) < box.Extent.Y + sphere.Radius) return false;
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if (WWMath::Fabs(dc.Z) < box.Extent.Z + sphere.Radius) return false;
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return true;
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}
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/***********************************************************************************************
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* CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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bool CollisionMath::Intersection_Test(const SphereClass & sphere,const OBBoxClass & box)
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{
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/*
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** Compute the sphere's position in the box's coordinate system
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*/
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Matrix3D tm(box.Basis,box.Center);
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Vector3 box_rel_center;
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Matrix3D::Inverse_Transform_Vector(tm,sphere.Center,&box_rel_center);
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if (box.Extent.X < WWMath::Fabs(box_rel_center.X)) return false;
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if (box.Extent.Y < WWMath::Fabs(box_rel_center.Y)) return false;
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if (box.Extent.Z < WWMath::Fabs(box_rel_center.Z)) return false;
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return true;
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}
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// Sphere Overlap functions. Where is operand B with respect to the sphere
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Sphere - Point overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & sphere,const Vector3 & point)
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{
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float r2 = (point - sphere.Center).Length2();
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if (r2 < sphere.Radius * sphere.Radius - COINCIDENCE_EPSILON) {
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return NEG;
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}
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if (r2 > sphere.Radius * sphere.Radius + COINCIDENCE_EPSILON) {
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return POS;
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}
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return ON;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- sphere line overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const LineSegClass & /*line*/)
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{
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WWASSERT(0); //TODO
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return POS;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- sphere triangle overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const TriClass & /*tri*/)
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{
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WWASSERT(0); //TODO
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return POS;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & sphere,const SphereClass & sphere2)
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{
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CollisionMath::OverlapType retval = OUTSIDE;
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float radius = sphere.Radius + sphere2.Radius;
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float dist2 = (sphere2.Center - sphere.Center).Length2();
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if (dist2 == 0 && sphere.Radius == sphere2.Radius) {
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retval = OVERLAPPED;
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} else if (dist2 <= radius * radius - COINCIDENCE_EPSILON) {
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retval = INSIDE;
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}
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return retval;
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & sphere,const AABoxClass & aabox)
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{
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// TODO: overlap function that detects containment?
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return ( Intersection_Test(sphere,aabox) ? BOTH : POS );
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const SphereClass & sphere,const OBBoxClass & obbox)
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{
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// TODO: overlap function that detects containment?
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return ( Intersection_Test(sphere,obbox) ? BOTH : POS );
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}
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