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CnC_Renegade/Code/WWMath/colmathplane.h

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