This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/WWMath/castres.h

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