/*
** 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/colmathfrustum.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 3/29/00 5:40p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "colmath.h"
#include "colmathinlines.h"
#include "aaplane.h"
#include "plane.h"
#include "lineseg.h"
#include "tri.h"
#include "sphere.h"
#include "aabox.h"
#include "obbox.h"
#include "frustum.h"
#include "wwdebug.h"
// TODO: Most of these overlap functions actually do not catch all cases of when
// the primitive is outside of the frustum...
// Frustum functions
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const Vector3 & point)
{
int mask = 0;
for (int i = 0; i < 6; i++) {
int result = CollisionMath::Overlap_Test(frustum.Planes[i],point);
if (result == OUTSIDE) {
return OUTSIDE;
}
mask |= result;
}
if (mask == INSIDE) {
return INSIDE;
}
return OVERLAPPED;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const TriClass & tri)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int result = CollisionMath::Overlap_Test(frustum.Planes[i],tri);
if (result == OUTSIDE) {
return OUTSIDE;
}
mask |= result;
}
if (mask == INSIDE) {
return INSIDE;
}
return OVERLAPPED;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const SphereClass & sphere)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int result = CollisionMath::Overlap_Test(frustum.Planes[i],sphere);
if (result == OUTSIDE) {
return OUTSIDE;
}
mask |= result;
}
if (mask == INSIDE) {
return INSIDE;
}
return OVERLAPPED;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const AABoxClass & box)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
if (result == OUTSIDE) {
return OUTSIDE;
}
mask |= result;
}
if (mask == INSIDE) {
return INSIDE;
}
return OVERLAPPED;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const OBBoxClass & box)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
if (result == OUTSIDE) {
return OUTSIDE;
}
mask |= result;
}
if (mask == INSIDE) {
return INSIDE;
}
return OVERLAPPED;
}
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const OBBoxClass & box,int & planes_passed)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int plane_bit = (1<