194 lines
6.1 KiB
C++
194 lines
6.1 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/colmathplane.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/29/00 4:41p $*
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* *
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* $Revision:: 9 $*
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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 "colmathplane.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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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & plane,const Vector3 & point)
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{
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float delta = point[plane.Normal] - plane.Dist;
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if (delta > COINCIDENCE_EPSILON) {
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return POS;
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}
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if (delta < -COINCIDENCE_EPSILON) {
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return NEG;
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}
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return ON;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & plane,const LineSegClass & line)
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{
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int mask = 0;
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mask |= CollisionMath::Overlap_Test(plane,line.Get_P0());
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mask |= CollisionMath::Overlap_Test(plane,line.Get_P1());
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return eval_overlap_mask(mask);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & plane,const TriClass & tri)
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{
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int mask = 0;
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[0]);
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[1]);
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[2]);
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return eval_overlap_mask(mask);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & plane,const SphereClass & sphere)
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{
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float delta = sphere.Center[plane.Normal] - plane.Dist;
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if (delta > sphere.Radius) {
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return POS;
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}
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if (delta < sphere.Radius) {
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return NEG;
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}
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return BOTH;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & plane,const AABoxClass & box)
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{
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float delta;
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int mask = 0;
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// check the 'min' side of the box
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delta = (box.Center[plane.Normal] - box.Extent[plane.Normal]) - plane.Dist;
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if (delta > WWMATH_EPSILON) {
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mask |= POS;
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} else if (delta < -WWMATH_EPSILON) {
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mask |= NEG;
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} else {
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mask |= ON;
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}
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// check the 'max' side of the box
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delta = (box.Center[plane.Normal] + box.Extent[plane.Normal]) - plane.Dist;
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if (delta > WWMATH_EPSILON) {
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mask |= POS;
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} else if (delta < -WWMATH_EPSILON) {
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mask |= NEG;
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} else {
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mask |= ON;
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}
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return eval_overlap_mask(mask);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const AAPlaneClass & /*plane*/,const OBBoxClass & /*box*/)
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{
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// TODO
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WWASSERT(0);
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return POS;
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}
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// Plane functions. Where is operand B with respect to the plane
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const LineSegClass & line)
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{
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int mask = 0;
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mask |= CollisionMath::Overlap_Test(plane,line.Get_P0());
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mask |= CollisionMath::Overlap_Test(plane,line.Get_P1());
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return eval_overlap_mask(mask);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const TriClass & tri)
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{
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int mask = 0;
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[0]);
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[1]);
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mask |= CollisionMath::Overlap_Test(plane,*tri.V[2]);
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return eval_overlap_mask(mask);
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const SphereClass & sphere)
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{
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float dist = Vector3::Dot_Product(sphere.Center,plane.N) - plane.D;
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if (dist > sphere.Radius) {
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return POS;
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}
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if (dist < -sphere.Radius) {
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return NEG;
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}
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return BOTH;
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}
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const OBBoxClass & box)
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{
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// rotate the plane normal into box coordinates
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Vector3 local_normal;
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Vector3 posfarpt;
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Vector3 negfarpt;
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Matrix3::Transpose_Rotate_Vector(box.Basis,plane.N,&local_normal);
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get_far_extent(local_normal,box.Extent,&posfarpt);
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// transform the two extreme box coordinates into world space
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Matrix3::Rotate_Vector(box.Basis,posfarpt,&posfarpt);
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negfarpt = -posfarpt;
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posfarpt += box.Center;
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negfarpt += box.Center;
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// overlap test
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if (Overlap_Test(plane,negfarpt) == POS) {
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return POS;
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}
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if (Overlap_Test(plane,posfarpt) == NEG) {
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return NEG;
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}
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return BOTH;
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}
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