/* ** 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 . */ /*********************************************************************************************** *** 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/castres.h $* * * * Author:: Greg_h * * * * $Modtime:: 11/14/00 2:59p $* * * * $Revision:: 10 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef CASTRES_H #define CASTRES_H #include "always.h" #include "vector3.h" #include "bittype.h" /** ** CastResultStruct ** Result of a volume or ray cast operation will be stored in the following structure ** NOTE: If you can avoid it, do not enable ComputeContactPoint. When casting rays, it is more ** efficient to use the resulting Fraction to compute the contact point outside of the ** collision detection code. In the case of AABox sweeping for character collision detection, ** you don't usually need the actual point of contact, etc etc. ** ** The default state of ComputeContactPoint is *false* */ struct CastResultStruct { CastResultStruct(void) { Reset(); } void Reset(void) { StartBad = false; Fraction = 1.0f; Normal.Set(0,0,0); SurfaceType = 0; ComputeContactPoint = false; ContactPoint.Set(0,0,0); } bool StartBad; // was the inital configuration interpenetrating something? float Fraction; // fraction of the move up until collision Vector3 Normal; // surface normal at the collision point uint32 SurfaceType; // surface type of polygon at collision point (see W3D_SURFACE_TYPES in w3d_file.h) bool ComputeContactPoint; // This signals the collision code to compute the point of collision Vector3 ContactPoint; // This will be set to the point of collision if ComputeContactPoint is true }; #endif