/* ** 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<