168 lines
5.3 KiB
C++
168 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/colmathobbox.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/14/00 2:46p $*
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* *
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* $Revision:: 8 $*
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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 "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 "wwdebug.h"
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// OBBox functions, where is operand B with respect to the OBBox
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const OBBoxClass & box,const Vector3 & point)
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{
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// transform point into box coordinate system
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Vector3 localpoint;
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Matrix3::Transpose_Rotate_Vector(box.Basis,(point - box.Center),&localpoint);
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// if the point is outside any of the extents, it is outside the box
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if (WWMath::Fabs(localpoint.X) > box.Extent.X) {
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return OUTSIDE;
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}
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if (WWMath::Fabs(localpoint.Y) > box.Extent.Y) {
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return OUTSIDE;
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}
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if (WWMath::Fabs(localpoint.Z) > box.Extent.Z) {
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return OUTSIDE;
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}
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return INSIDE;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const OBBoxClass & box,const LineSegClass & line)
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{
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CastResultStruct res;
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Collide(line,box,&res);
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return eval_overlap_collision(res);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const OBBoxClass & box,const TriClass & tri)
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{
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CastResultStruct res;
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Collide(box,Vector3(0,0,0),tri,Vector3(0,0,0),&res);
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return eval_overlap_collision(res);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AABoxClass & aabox,const OBBoxClass & obbox)
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{
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if (CollisionMath::Intersection_Test(aabox,obbox)) {
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return BOTH; // inside or overlapping
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} else {
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return OUTSIDE;
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}
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const OBBoxClass & obbox,const AABoxClass & aabox)
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{
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if (CollisionMath::Intersection_Test(obbox,aabox)) {
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return BOTH; // inside or overlapping
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} else {
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return OUTSIDE;
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}
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const OBBoxClass & box,const OBBoxClass & box2)
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{
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CastResultStruct res;
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Collide(box,Vector3(0,0,0),box2,Vector3(0,0,0),&res);
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return eval_overlap_collision(res);
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}
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bool CollisionMath::Collide
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(
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const OBBoxClass & box,
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const Vector3 & move_vector,
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const PlaneClass & plane,
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CastResultStruct * result
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)
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{
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float frac;
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float extent = box.Project_To_Axis(plane.N);
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float dist = Vector3::Dot_Product(plane.N,box.Center) + plane.D;
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float move = Vector3::Dot_Product(plane.N,move_vector);
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if (dist > extent) {
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if (dist + move > extent) {
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// entire move ok!
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frac = 1.0f;
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} else {
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// partial move allowed
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frac = (extent - dist) / move;
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}
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} else if (dist < -extent) {
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if (dist + move < -extent) {
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// entire move ok!
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frac = 1.0f;
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} else {
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// partial move allowed
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frac = (-extent - dist) / move;
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}
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} else {
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result->StartBad = true;
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result->Normal = plane.N;
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return true;
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}
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if (frac < result->Fraction) {
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result->Fraction = frac;
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result->Normal = plane.N;
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if (result->ComputeContactPoint) {
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Vector3 move_dir(move_vector);
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move_dir.Normalize();
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float move_extent = Vector3::Dot_Product(move_dir,box.Extent);
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result->ContactPoint = box.Center + result->Fraction*move_vector + move_extent*move_dir;
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}
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return true;
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}
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return false;
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}
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