159 lines
5.4 KiB
C
159 lines
5.4 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 : WWPHYS *
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* *
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* $Archive:: /Commando/Code/wwphys/physcoltest.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/16/00 2:09p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef PHYSCOLTEST_H
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#define PHYSCOLTEST_H
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#include "always.h"
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#include "coltest.h"
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class PhysClass;
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///////////////////////////////////////////////////////////////////////////
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//
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// Derived versions of the Collision Test Classes which contain
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// a pointer to the 'CollidedPhysObj'. This will be set to point at the
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// phys object collided with (if any).
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//
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///////////////////////////////////////////////////////////////////////////
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class PhysRayCollisionTestClass : public RayCollisionTestClass
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{
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public:
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/*
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** To create a PhysRayCollisionTest, you need the following
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** ray - the ray you want to test
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** res - pointer to a result struct to put results in
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** group - collision group of the object making query
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*/
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PhysRayCollisionTestClass(const LineSegClass & ray,CastResultStruct * res,int group,int type = COLLISION_TYPE_PROJECTILE) :
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RayCollisionTestClass(ray,res,type),
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CollidedPhysObj(NULL),
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CollisionGroup(group),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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}
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PhysClass * CollidedPhysObj;
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int CollisionGroup;
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bool CheckStaticObjs;
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bool CheckDynamicObjs;
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private:
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// not implemented:
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PhysRayCollisionTestClass(const PhysRayCollisionTestClass & );
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PhysRayCollisionTestClass & operator = (const PhysRayCollisionTestClass & );
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};
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class PhysAABoxCollisionTestClass : public AABoxCollisionTestClass
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{
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public:
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/*
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** To create a PhysAABoxCollisionTest, you need the following
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** box - the axis aligned box you are testing
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** move - its move vector
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** res - pointer to a result struct to put results in
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** group - collision group of the object making query
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*/
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PhysAABoxCollisionTestClass(const AABoxClass & aabox,const Vector3 & move,CastResultStruct * res,int group,int type = COLLISION_TYPE_PHYSICAL) :
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AABoxCollisionTestClass(aabox,move,res,type),
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CollidedPhysObj(NULL),
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CollisionGroup(group),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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}
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PhysClass * CollidedPhysObj;
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int CollisionGroup;
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bool CheckStaticObjs;
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bool CheckDynamicObjs;
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private:
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// not implemented:
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PhysAABoxCollisionTestClass(const PhysAABoxCollisionTestClass & );
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PhysAABoxCollisionTestClass & operator = (const PhysAABoxCollisionTestClass & );
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};
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class PhysOBBoxCollisionTestClass : public OBBoxCollisionTestClass
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{
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public:
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/*
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** To create a PhysOBBoxCollisionTest, you need the following
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** obbox - the oriented box you are testing
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** move - its move vector
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** res - pointer to a result struct to put results in
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** group - collision group of the object making query
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*/
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PhysOBBoxCollisionTestClass(const OBBoxClass & box,const Vector3 & move,CastResultStruct * res,int group,int type = COLLISION_TYPE_PHYSICAL) :
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OBBoxCollisionTestClass(box,move,res,type),
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CollidedPhysObj(NULL),
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CollisionGroup(group),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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}
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PhysClass * CollidedPhysObj;
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int CollisionGroup;
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bool CheckStaticObjs;
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bool CheckDynamicObjs;
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private:
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// not implemented:
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PhysOBBoxCollisionTestClass(const PhysOBBoxCollisionTestClass & );
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PhysOBBoxCollisionTestClass & operator = (const PhysOBBoxCollisionTestClass & );
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};
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#endif
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