/* ** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/physinttest.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 11/14/01 1:40p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef PHYSINTTEST_H #define PHYSINTTEST_H #include "inttest.h" #include "mesh.h" #include "physlist.h" // // Derived versions of the Intersection Test Classes which contain // a list of intersected PhysObj's and the collision group. // /////////////////////////////////////////////////////////////////////////// // // PhysAABoxIntersectionTestClass // Axis-Aligned box intersections. Derived from the W3D class for the // same thing. Adds the collision group and intersected objects list. // /////////////////////////////////////////////////////////////////////////// class PhysAABoxIntersectionTestClass : public AABoxIntersectionTestClass { public: PhysAABoxIntersectionTestClass(const AABoxClass & box,int col_group,int col_type,NonRefPhysListClass * result_list = NULL) : AABoxIntersectionTestClass(box,col_type), CollisionGroup(col_group), IntersectedObjects(result_list), CheckStaticObjs(true), CheckDynamicObjs(true) { } void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); } public: int CollisionGroup; bool CheckStaticObjs; bool CheckDynamicObjs; private: NonRefPhysListClass * IntersectedObjects; // not implemented: PhysAABoxIntersectionTestClass(const PhysAABoxIntersectionTestClass & ); PhysAABoxIntersectionTestClass & operator = (const PhysAABoxIntersectionTestClass & ); }; /////////////////////////////////////////////////////////////////////////// // // PhysOBBoxIntersectionTestClass // Oriented box intersections. Derived from the W3D class for the // same thing. Adds the collision group and intersected objects list. // /////////////////////////////////////////////////////////////////////////// class PhysOBBoxIntersectionTestClass : public OBBoxIntersectionTestClass { public: PhysOBBoxIntersectionTestClass(const OBBoxClass & box,int col_group,int col_type,NonRefPhysListClass * result_list = NULL) : OBBoxIntersectionTestClass(box,col_type), CollisionGroup(col_group), IntersectedObjects(result_list), CheckStaticObjs(true), CheckDynamicObjs(true) { } void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); } public: int CollisionGroup; bool CheckStaticObjs; bool CheckDynamicObjs; private: NonRefPhysListClass * IntersectedObjects; // not implemented: PhysOBBoxIntersectionTestClass(const PhysOBBoxIntersectionTestClass & ); PhysOBBoxIntersectionTestClass & operator = (const PhysOBBoxIntersectionTestClass & ); }; /////////////////////////////////////////////////////////////////////////// // // PhysMeshIntersectionTestClass // Mesh intersections. Currently there is no W3D equivalent. // /////////////////////////////////////////////////////////////////////////// class PhysMeshIntersectionTestClass : public IntersectionTestClass { public: PhysMeshIntersectionTestClass::PhysMeshIntersectionTestClass(MeshClass * mesh,int col_group,int col_type,NonRefPhysListClass * result_list) : IntersectionTestClass(col_type), Mesh(NULL), CollisionGroup(col_group), IntersectedObjects(result_list), CheckStaticObjs(true), CheckDynamicObjs(true) { WWASSERT(mesh != NULL); REF_PTR_SET(Mesh,mesh); BoundingBox = Mesh->Get_Bounding_Box(); } ~PhysMeshIntersectionTestClass(void) { REF_PTR_RELEASE(Mesh); } bool Cull(const Vector3 & min,const Vector3 & max); bool Cull(const AABoxClass & box); void Add_Intersected_Object(PhysClass * obj) { if (IntersectedObjects) IntersectedObjects->Add(obj); } public: MeshClass * Mesh; AABoxClass BoundingBox; int CollisionGroup; bool CheckStaticObjs; bool CheckDynamicObjs; private: NonRefPhysListClass * IntersectedObjects; private: // not implemented: PhysMeshIntersectionTestClass(const PhysMeshIntersectionTestClass & ); PhysMeshIntersectionTestClass & operator = (const PhysMeshIntersectionTestClass & ); }; inline bool PhysMeshIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max) { Vector3 box_min; Vector3::Subtract(BoundingBox.Center,BoundingBox.Extent,&box_min); Vector3 box_max; Vector3::Add(BoundingBox.Center,BoundingBox.Extent,&box_max); if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true; if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true; if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true; return false; } inline bool PhysMeshIntersectionTestClass::Cull(const AABoxClass & cull_box) { Vector3 dc; Vector3 r; Vector3::Subtract(cull_box.Center,BoundingBox.Center,&dc); Vector3::Add(cull_box.Extent,BoundingBox.Extent,&r); if (WWMath::Fabs(dc.X) > r.X) return true; if (WWMath::Fabs(dc.Y) > r.Y) return true; if (WWMath::Fabs(dc.Z) > r.Z) return true; return false; } #endif