/*
** 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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 5/04/01 8:25p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* CollisionMath::Overlap_Test -- test a frustum and an AABox for overlap *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef COLMATHFRUSTUM_H
#define COLMATHFRUSTUM_H
#include "always.h"
#include "aabox.h"
#include "vector3.h"
#include "lineseg.h"
#include "frustum.h"
/*
** Inline collision functions dealing with frustums
*/
/***********************************************************************************************
* CollisionMath::Overlap_Test -- test a frustum and an AABox for overlap *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/29/2000 gth : Created. *
*=============================================================================================*/
inline
CollisionMath::OverlapType
CollisionMath::Overlap_Test(const FrustumClass & frustum,const AABoxClass & box,int & planes_passed)
{
int mask = 0;
// TODO: doesn't catch all cases...
for (int i = 0; i < 6; i++) {
int plane_bit = (1<