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CnC_Renegade/Code/WWMath/colmathobbox.cpp

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