203 lines
7.3 KiB
C
203 lines
7.3 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/physinttest.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 11/14/01 1:40p $*
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* *
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* $Revision:: 5 $*
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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 PHYSINTTEST_H
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#define PHYSINTTEST_H
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#include "inttest.h"
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#include "mesh.h"
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#include "physlist.h"
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//
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// Derived versions of the Intersection Test Classes which contain
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// a list of intersected PhysObj's and the collision group.
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//
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///////////////////////////////////////////////////////////////////////////
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//
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// PhysAABoxIntersectionTestClass
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// Axis-Aligned box intersections. Derived from the W3D class for the
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// same thing. Adds the collision group and intersected objects list.
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//
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///////////////////////////////////////////////////////////////////////////
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class PhysAABoxIntersectionTestClass : public AABoxIntersectionTestClass
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{
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public:
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PhysAABoxIntersectionTestClass(const AABoxClass & box,int col_group,int col_type,NonRefPhysListClass * result_list = NULL) :
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AABoxIntersectionTestClass(box,col_type),
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CollisionGroup(col_group),
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IntersectedObjects(result_list),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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}
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void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); }
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public:
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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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NonRefPhysListClass * IntersectedObjects;
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// not implemented:
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PhysAABoxIntersectionTestClass(const PhysAABoxIntersectionTestClass & );
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PhysAABoxIntersectionTestClass & operator = (const PhysAABoxIntersectionTestClass & );
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// PhysOBBoxIntersectionTestClass
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// Oriented box intersections. Derived from the W3D class for the
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// same thing. Adds the collision group and intersected objects list.
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//
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///////////////////////////////////////////////////////////////////////////
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class PhysOBBoxIntersectionTestClass : public OBBoxIntersectionTestClass
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{
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public:
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PhysOBBoxIntersectionTestClass(const OBBoxClass & box,int col_group,int col_type,NonRefPhysListClass * result_list = NULL) :
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OBBoxIntersectionTestClass(box,col_type),
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CollisionGroup(col_group),
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IntersectedObjects(result_list),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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}
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void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); }
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public:
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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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NonRefPhysListClass * IntersectedObjects;
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// not implemented:
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PhysOBBoxIntersectionTestClass(const PhysOBBoxIntersectionTestClass & );
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PhysOBBoxIntersectionTestClass & operator = (const PhysOBBoxIntersectionTestClass & );
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};
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///////////////////////////////////////////////////////////////////////////
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//
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// PhysMeshIntersectionTestClass
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// Mesh intersections. Currently there is no W3D equivalent.
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//
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///////////////////////////////////////////////////////////////////////////
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class PhysMeshIntersectionTestClass : public IntersectionTestClass
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{
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public:
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PhysMeshIntersectionTestClass::PhysMeshIntersectionTestClass(MeshClass * mesh,int col_group,int col_type,NonRefPhysListClass * result_list) :
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IntersectionTestClass(col_type),
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Mesh(NULL),
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CollisionGroup(col_group),
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IntersectedObjects(result_list),
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CheckStaticObjs(true),
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CheckDynamicObjs(true)
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{
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WWASSERT(mesh != NULL);
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REF_PTR_SET(Mesh,mesh);
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BoundingBox = Mesh->Get_Bounding_Box();
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}
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~PhysMeshIntersectionTestClass(void)
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{
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REF_PTR_RELEASE(Mesh);
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}
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bool Cull(const Vector3 & min,const Vector3 & max);
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bool Cull(const AABoxClass & box);
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void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); }
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public:
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MeshClass * Mesh;
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AABoxClass BoundingBox;
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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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NonRefPhysListClass * IntersectedObjects;
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private:
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// not implemented:
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PhysMeshIntersectionTestClass(const PhysMeshIntersectionTestClass & );
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PhysMeshIntersectionTestClass & operator = (const PhysMeshIntersectionTestClass & );
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};
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inline bool PhysMeshIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
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{
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Vector3 box_min;
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Vector3::Subtract(BoundingBox.Center,BoundingBox.Extent,&box_min);
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Vector3 box_max;
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Vector3::Add(BoundingBox.Center,BoundingBox.Extent,&box_max);
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if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
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if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
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if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
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return false;
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}
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inline bool PhysMeshIntersectionTestClass::Cull(const AABoxClass & cull_box)
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{
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Vector3 dc;
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Vector3 r;
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Vector3::Subtract(cull_box.Center,BoundingBox.Center,&dc);
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Vector3::Add(cull_box.Extent,BoundingBox.Extent,&r);
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if (WWMath::Fabs(dc.X) > r.X) return true;
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if (WWMath::Fabs(dc.Y) > r.Y) return true;
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if (WWMath::Fabs(dc.Z) > r.Z) return true;
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return false;
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}
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#endif
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