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CnC_Renegade/Code/WWMath/colmathsphere.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/colmathsphere.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 4/25/01 2:05p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
* CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
* CollisionMath::Overlap_Test -- Sphere - Point overlap test *
* CollisionMath::Overlap_Test -- sphere line overlap test *
* CollisionMath::Overlap_Test -- sphere triangle overlap test *
* CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
* CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
* CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "colmath.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"
// Sphere Intersection fucntions. Does the sphere intersect the passed in object
/***********************************************************************************************
* CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
bool CollisionMath::Intersection_Test(const SphereClass & sphere,const AABoxClass & box)
{
/*
** Simple but slightly inaccurate test, expand the box by the sphere's radius, then
** test whether the sphere is contained in that new box. This is actually testing
** against a cube which encloses the sphere...
*/
Vector3 dc = box.Center - sphere.Center;
if (WWMath::Fabs(dc.X) < box.Extent.X + sphere.Radius) return false;
if (WWMath::Fabs(dc.Y) < box.Extent.Y + sphere.Radius) return false;
if (WWMath::Fabs(dc.Z) < box.Extent.Z + sphere.Radius) return false;
return true;
}
/***********************************************************************************************
* CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
bool CollisionMath::Intersection_Test(const SphereClass & sphere,const OBBoxClass & box)
{
/*
** Compute the sphere's position in the box's coordinate system
*/
Matrix3D tm(box.Basis,box.Center);
Vector3 box_rel_center;
Matrix3D::Inverse_Transform_Vector(tm,sphere.Center,&box_rel_center);
if (box.Extent.X < WWMath::Fabs(box_rel_center.X)) return false;
if (box.Extent.Y < WWMath::Fabs(box_rel_center.Y)) return false;
if (box.Extent.Z < WWMath::Fabs(box_rel_center.Z)) return false;
return true;
}
// Sphere Overlap functions. Where is operand B with respect to the sphere
/***********************************************************************************************
* CollisionMath::Overlap_Test -- Sphere - Point overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & sphere,const Vector3 & point)
{
float r2 = (point - sphere.Center).Length2();
if (r2 < sphere.Radius * sphere.Radius - COINCIDENCE_EPSILON) {
return NEG;
}
if (r2 > sphere.Radius * sphere.Radius + COINCIDENCE_EPSILON) {
return POS;
}
return ON;
}
/***********************************************************************************************
* CollisionMath::Overlap_Test -- sphere line overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const LineSegClass & /*line*/)
{
WWASSERT(0); //TODO
return POS;
}
/***********************************************************************************************
* CollisionMath::Overlap_Test -- sphere triangle overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const TriClass & /*tri*/)
{
WWASSERT(0); //TODO
return POS;
}
/***********************************************************************************************
* CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & sphere,const SphereClass & sphere2)
{
CollisionMath::OverlapType retval = OUTSIDE;
float radius = sphere.Radius + sphere2.Radius;
float dist2 = (sphere2.Center - sphere.Center).Length2();
if (dist2 == 0 && sphere.Radius == sphere2.Radius) {
retval = OVERLAPPED;
} else if (dist2 <= radius * radius - COINCIDENCE_EPSILON) {
retval = INSIDE;
}
return retval;
}
/***********************************************************************************************
* CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & sphere,const AABoxClass & aabox)
{
// TODO: overlap function that detects containment?
return ( Intersection_Test(sphere,aabox) ? BOTH : POS );
}
/***********************************************************************************************
* CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 4/25/2001 gth : Created. *
*=============================================================================================*/
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const SphereClass & sphere,const OBBoxClass & obbox)
{
// TODO: overlap function that detects containment?
return ( Intersection_Test(sphere,obbox) ? BOTH : POS );
}