/*
**	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 <http://www.gnu.org/licenses/>.
*/

/***********************************************************************************************
 ***              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/physcoltest.h                         $*
 *                                                                                             *
 *                       Author:: Greg Hjelstrom                                               *
 *                                                                                             *
 *                     $Modtime:: 3/16/00 2:09p                                               $*
 *                                                                                             *
 *                    $Revision:: 7                                                           $*
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#if defined(_MSC_VER)
#pragma once
#endif

#ifndef PHYSCOLTEST_H
#define PHYSCOLTEST_H

#include "always.h"
#include "coltest.h"

class PhysClass;


///////////////////////////////////////////////////////////////////////////
// 
// Derived versions of the Collision Test Classes which contain
// a pointer to the 'CollidedPhysObj'.  This will be set to point at the 
// phys object collided with (if any).
//
///////////////////////////////////////////////////////////////////////////
class PhysRayCollisionTestClass : public RayCollisionTestClass
{
public:

	/*
	** To create a PhysRayCollisionTest, you need the following
	** ray - the ray you want to test
	** res - pointer to a result struct to put results in
	** group - collision group of the object making query
	*/
	PhysRayCollisionTestClass(const LineSegClass & ray,CastResultStruct * res,int group,int type = COLLISION_TYPE_PROJECTILE) :
		RayCollisionTestClass(ray,res,type), 
		CollidedPhysObj(NULL),
		CollisionGroup(group),
		CheckStaticObjs(true),
		CheckDynamicObjs(true)
	{
	}

	PhysClass *		CollidedPhysObj;
	int				CollisionGroup;
	bool				CheckStaticObjs;
	bool				CheckDynamicObjs;

private:

	// not implemented:
	PhysRayCollisionTestClass(const PhysRayCollisionTestClass & );
	PhysRayCollisionTestClass & operator = (const PhysRayCollisionTestClass & );

};


class PhysAABoxCollisionTestClass : public AABoxCollisionTestClass
{
public:

	/*
	** To create a PhysAABoxCollisionTest, you need the following
	** box - the axis aligned box you are testing
	** move - its move vector
	** res - pointer to a result struct to put results in
	** group - collision group of the object making query
	*/
	PhysAABoxCollisionTestClass(const AABoxClass & aabox,const Vector3 & move,CastResultStruct * res,int group,int type = COLLISION_TYPE_PHYSICAL) : 
		AABoxCollisionTestClass(aabox,move,res,type), 
		CollidedPhysObj(NULL),
		CollisionGroup(group),
		CheckStaticObjs(true),
		CheckDynamicObjs(true)
	{
	}

	PhysClass *		CollidedPhysObj;
	int				CollisionGroup;
	bool				CheckStaticObjs;
	bool				CheckDynamicObjs;

private:

	// not implemented:
	PhysAABoxCollisionTestClass(const PhysAABoxCollisionTestClass & );
	PhysAABoxCollisionTestClass & operator = (const PhysAABoxCollisionTestClass & );

};


class PhysOBBoxCollisionTestClass : public OBBoxCollisionTestClass
{
public:

	/*
	** To create a PhysOBBoxCollisionTest, you need the following
	** obbox - the oriented box you are testing
	** move - its move vector
	** res - pointer to a result struct to put results in
	** group - collision group of the object making query
	*/
	PhysOBBoxCollisionTestClass(const OBBoxClass & box,const Vector3 & move,CastResultStruct * res,int group,int type = COLLISION_TYPE_PHYSICAL) : 
		OBBoxCollisionTestClass(box,move,res,type), 
		CollidedPhysObj(NULL),
		CollisionGroup(group),
		CheckStaticObjs(true),
		CheckDynamicObjs(true)
	{
	}

	PhysClass *		CollidedPhysObj;
	int				CollisionGroup;
	bool				CheckStaticObjs;
	bool				CheckDynamicObjs;

private:

	// not implemented:
	PhysOBBoxCollisionTestClass(const PhysOBBoxCollisionTestClass & );
	PhysOBBoxCollisionTestClass & operator = (const PhysOBBoxCollisionTestClass & );

};


#endif