75 lines
3.7 KiB
C
75 lines
3.7 KiB
C
/*
|
|
** 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 : WWMath *
|
|
* *
|
|
* $Archive:: /Commando/Code/wwmath/castres.h $*
|
|
* *
|
|
* Author:: Greg_h *
|
|
* *
|
|
* $Modtime:: 11/14/00 2:59p $*
|
|
* *
|
|
* $Revision:: 10 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#if defined(_MSC_VER)
|
|
#pragma once
|
|
#endif
|
|
|
|
#ifndef CASTRES_H
|
|
#define CASTRES_H
|
|
|
|
#include "always.h"
|
|
#include "vector3.h"
|
|
#include "bittype.h"
|
|
|
|
|
|
/**
|
|
** CastResultStruct
|
|
** Result of a volume or ray cast operation will be stored in the following structure
|
|
** NOTE: If you can avoid it, do not enable ComputeContactPoint. When casting rays, it is more
|
|
** efficient to use the resulting Fraction to compute the contact point outside of the
|
|
** collision detection code. In the case of AABox sweeping for character collision detection,
|
|
** you don't usually need the actual point of contact, etc etc.
|
|
**
|
|
** The default state of ComputeContactPoint is *false*
|
|
*/
|
|
struct CastResultStruct
|
|
{
|
|
CastResultStruct(void) { Reset(); }
|
|
void Reset(void) { StartBad = false; Fraction = 1.0f; Normal.Set(0,0,0); SurfaceType = 0; ComputeContactPoint = false; ContactPoint.Set(0,0,0); }
|
|
|
|
bool StartBad; // was the inital configuration interpenetrating something?
|
|
float Fraction; // fraction of the move up until collision
|
|
Vector3 Normal; // surface normal at the collision point
|
|
uint32 SurfaceType; // surface type of polygon at collision point (see W3D_SURFACE_TYPES in w3d_file.h)
|
|
|
|
bool ComputeContactPoint; // This signals the collision code to compute the point of collision
|
|
Vector3 ContactPoint; // This will be set to the point of collision if ComputeContactPoint is true
|
|
|
|
};
|
|
|
|
|
|
#endif
|