252 lines
No EOL
8.8 KiB
C++
252 lines
No EOL
8.8 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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/inttest.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:: 3/14/01 9:19a $*
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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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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef INTTEST_H
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#define INTTEST_H
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#include "always.h"
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#include "aabox.h"
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#include "obbox.h"
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#include "tri.h"
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#include "colmath.h"
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#include "coltype.h"
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// IntersectionTestClass
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//
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// This is the base class for all of the 'Intersection' functions. The intersection tests are
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// purely boolean tests. The base class only contains the CollisionType of the test.
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//
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// Every IntersectionTestClass should have the following functions:
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//
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// bool Cull(const Vector3 & min,const Vector3 & max);
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// bool Cull(const AABoxClass & box);
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// bool Intersect_Triangle(const TriClass & tri);
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//
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// These are not virtual because I don't want to pay the price of virtual function
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// calls at the point in the code where these are used. It may be possible to
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// write template functions if we use these exact function prototpyes for all
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// collision test classes though.
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class IntersectionTestClass
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{
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public:
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IntersectionTestClass(int collision_type) : CollisionType(collision_type) { }
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IntersectionTestClass(const IntersectionTestClass & that) : CollisionType(that.CollisionType) { }
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public:
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int CollisionType;
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// AABoxIntersectionTestClass
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//
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// This is an intersection test which uses an Axis-Aligned Box
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class AABoxIntersectionTestClass : public IntersectionTestClass
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{
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public:
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AABoxIntersectionTestClass(const AABoxClass & box,int collision_type) :
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IntersectionTestClass(collision_type),
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Box(box)
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{
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}
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AABoxIntersectionTestClass(const AABoxIntersectionTestClass & that) :
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IntersectionTestClass(that),
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Box(that.Box)
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{
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}
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bool Cull(const Vector3 & cull_min,const Vector3 & cull_max);
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bool Cull(const AABoxClass & cull_box);
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bool Intersect_Triangle(const TriClass & tri);
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public:
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AABoxClass Box; // world space aabox that we want to test with
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};
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inline bool AABoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
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{
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Vector3 box_min;
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Vector3::Subtract(Box.Center,Box.Extent,&box_min);
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Vector3 box_max;
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Vector3::Add(Box.Center,Box.Extent,&box_max);
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if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
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if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
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if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
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}
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inline bool AABoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
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{
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Vector3 dc;
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Vector3 r;
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Vector3::Subtract(cull_box.Center,Box.Center,&dc);
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Vector3::Add(cull_box.Extent,Box.Extent,&r);
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if (WWMath::Fabs(dc.X) > r.X) return true;
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if (WWMath::Fabs(dc.Y) > r.Y) return true;
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if (WWMath::Fabs(dc.Z) > r.Z) return true;
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}
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inline bool AABoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
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{
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return CollisionMath::Intersection_Test(Box,tri);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// OBBoxIntersectionTestClass
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//
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// This is an intersection test which uses an Axis-Aligned Box
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class OBBoxIntersectionTestClass : public IntersectionTestClass
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{
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public:
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OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type);
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OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that);
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OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that,const Matrix3D & tm);
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OBBoxIntersectionTestClass(const AABoxIntersectionTestClass & that,const Matrix3D & tm);
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bool Cull(const Vector3 & min,const Vector3 & max);
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bool Cull(const AABoxClass & box);
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bool Intersect_Triangle(const TriClass & tri);
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protected:
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void update_bounding_box(void);
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public:
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OBBoxClass Box; // world space obbox that we want to test with
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AABoxClass BoundingBox; // axis aligned w-s bounding box
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};
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inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type) :
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IntersectionTestClass(collision_type),
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Box(box)
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{
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update_bounding_box();
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}
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inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that) :
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IntersectionTestClass(that),
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Box(that.Box)
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{
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update_bounding_box();
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}
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inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
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(
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const OBBoxIntersectionTestClass & that,
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const Matrix3D & tm
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) :
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IntersectionTestClass(that)
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{
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OBBoxClass::Transform(tm,that.Box,&Box);
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update_bounding_box();
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}
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inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
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(
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const AABoxIntersectionTestClass & that,
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const Matrix3D & tm
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) :
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IntersectionTestClass(that)
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{
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Matrix3D::Transform_Vector(tm,that.Box.Center,&(Box.Center));
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Box.Extent = that.Box.Extent;
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Box.Basis = tm; // copies the 3x3 rotation portion of the transform
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update_bounding_box();
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}
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inline bool OBBoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
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{
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Vector3 box_min;
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Vector3::Subtract(BoundingBox.Center,BoundingBox.Extent,&box_min);
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Vector3 box_max;
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Vector3::Add(BoundingBox.Center,BoundingBox.Extent,&box_max);
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if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
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if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
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if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
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return false;
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}
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inline bool OBBoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
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{
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Vector3 dc;
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Vector3 r;
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Vector3::Subtract(cull_box.Center,BoundingBox.Center,&dc);
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Vector3::Add(cull_box.Extent,BoundingBox.Extent,&r);
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if (WWMath::Fabs(dc.X) > r.X) return true;
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if (WWMath::Fabs(dc.Y) > r.Y) return true;
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if (WWMath::Fabs(dc.Z) > r.Z) return true;
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return false;
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}
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inline bool OBBoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
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{
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return CollisionMath::Intersection_Test(Box,tri);
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}
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inline void OBBoxIntersectionTestClass::update_bounding_box(void)
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{
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BoundingBox.Center = Box.Center;
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Box.Basis.Rotate_AABox_Extent(Box.Extent,&BoundingBox.Extent);
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}
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#endif |