190 lines
5.3 KiB
C++
190 lines
5.3 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/colmathfrustum.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/29/00 5:40p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "colmath.h"
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#include "colmathinlines.h"
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#include "aaplane.h"
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#include "plane.h"
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#include "lineseg.h"
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#include "tri.h"
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#include "sphere.h"
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#include "aabox.h"
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#include "obbox.h"
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#include "frustum.h"
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#include "wwdebug.h"
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// TODO: Most of these overlap functions actually do not catch all cases of when
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// the primitive is outside of the frustum...
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// Frustum functions
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const Vector3 & point)
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{
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int mask = 0;
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for (int i = 0; i < 6; i++) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],point);
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if (result == OUTSIDE) {
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return OUTSIDE;
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}
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mask |= result;
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const TriClass & tri)
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{
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int mask = 0;
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// TODO: doesn't catch all cases...
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for (int i = 0; i < 6; i++) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],tri);
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if (result == OUTSIDE) {
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return OUTSIDE;
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}
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mask |= result;
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const SphereClass & sphere)
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{
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int mask = 0;
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// TODO: doesn't catch all cases...
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for (int i = 0; i < 6; i++) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],sphere);
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if (result == OUTSIDE) {
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return OUTSIDE;
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}
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mask |= result;
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const AABoxClass & box)
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{
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int mask = 0;
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// TODO: doesn't catch all cases...
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for (int i = 0; i < 6; i++) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
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if (result == OUTSIDE) {
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return OUTSIDE;
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}
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mask |= result;
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const OBBoxClass & box)
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{
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int mask = 0;
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// TODO: doesn't catch all cases...
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for (int i = 0; i < 6; i++) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
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if (result == OUTSIDE) {
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return OUTSIDE;
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}
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mask |= result;
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const FrustumClass & frustum,const OBBoxClass & box,int & planes_passed)
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{
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int mask = 0;
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// TODO: doesn't catch all cases...
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for (int i = 0; i < 6; i++) {
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int plane_bit = (1<<i);
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// only check this plane if we have to
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if ((planes_passed & plane_bit) == 0) {
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int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
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if (result == OUTSIDE) {
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return OUTSIDE;
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} else if (result == INSIDE) {
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planes_passed |= plane_bit;
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}
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mask |= result;
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} else {
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mask |= INSIDE;
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}
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}
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if (mask == INSIDE) {
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return INSIDE;
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}
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return OVERLAPPED;
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}
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