This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwphys/physinttest.h

203 lines
7.3 KiB
C
Raw Permalink Normal View History

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