/* ** 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<