154 lines
7.8 KiB
C
154 lines
7.8 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.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 3/29/00 4:42p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* get_far_extent -- gets extents of a box projected onto an axis *
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* CollisionMath::Overlap_Test -- Tests overlap between a plane and a point *
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* CollisionMath::Overlap_Test -- Tests overlap between a plane and an AABox *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef COLMATHPLANE_H
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#define COLMATHPLANE_H
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#include "always.h"
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#include "plane.h"
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#include "aabox.h"
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/*
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** Inline collision functions dealing with planes
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** This module is meant to be included only in .CPP files after you include colmath.h
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** It is not automatically included in order to reduce file dependencies...
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*/
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/***********************************************************************************************
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* get_far_extent -- gets extents of a box projected onto an axis *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/29/2000 gth : Created. *
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*=============================================================================================*/
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inline void get_far_extent(const Vector3 & normal,const Vector3 & extent,Vector3 * posfarpt)
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{
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if (WWMath::Fast_Is_Float_Positive(normal.X)) {
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posfarpt->X = extent.X;
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} else {
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posfarpt->X = -extent.X;
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}
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if (WWMath::Fast_Is_Float_Positive(normal.Y)) {
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posfarpt->Y = extent.Y;
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} else {
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posfarpt->Y = -extent.Y;
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}
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if (WWMath::Fast_Is_Float_Positive(normal.Z)) {
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posfarpt->Z = extent.Z;
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} else {
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posfarpt->Z = -extent.Z;
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}
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}
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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Tests overlap between a plane and a point *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/29/2000 gth : Created. *
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*=============================================================================================*/
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inline
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const Vector3 & point)
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{
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float delta = Vector3::Dot_Product(point,plane.N) - plane.D;
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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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/***********************************************************************************************
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* CollisionMath::Overlap_Test -- Tests overlap between a plane and an AABox *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/29/2000 gth : Created. *
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*=============================================================================================*/
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inline
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CollisionMath::OverlapType
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CollisionMath::Overlap_Test(const PlaneClass & plane,const AABoxClass & box)
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{
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// First, we determine the the near and far points of the box in the
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// direction of the plane normal
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Vector3 posfarpt;
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Vector3 negfarpt;
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get_far_extent(plane.N,box.Extent,&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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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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#endif
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