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CnC_Renegade/Code/ww3d2/inttest.h

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/*
** 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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/inttest.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/14/01 9:19a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef INTTEST_H
#define INTTEST_H
#include "always.h"
#include "aabox.h"
#include "obbox.h"
#include "tri.h"
#include "colmath.h"
#include "coltype.h"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// IntersectionTestClass
//
// This is the base class for all of the 'Intersection' functions. The intersection tests are
// purely boolean tests. The base class only contains the CollisionType of the test.
//
// Every IntersectionTestClass should have the following functions:
//
// bool Cull(const Vector3 & min,const Vector3 & max);
// bool Cull(const AABoxClass & box);
// bool Intersect_Triangle(const TriClass & tri);
//
// These are not virtual because I don't want to pay the price of virtual function
// calls at the point in the code where these are used. It may be possible to
// write template functions if we use these exact function prototpyes for all
// collision test classes though.
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
class IntersectionTestClass
{
public:
IntersectionTestClass(int collision_type) : CollisionType(collision_type) { }
IntersectionTestClass(const IntersectionTestClass & that) : CollisionType(that.CollisionType) { }
public:
int CollisionType;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AABoxIntersectionTestClass
//
// This is an intersection test which uses an Axis-Aligned Box
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
class AABoxIntersectionTestClass : public IntersectionTestClass
{
public:
AABoxIntersectionTestClass(const AABoxClass & box,int collision_type) :
IntersectionTestClass(collision_type),
Box(box)
{
}
AABoxIntersectionTestClass(const AABoxIntersectionTestClass & that) :
IntersectionTestClass(that),
Box(that.Box)
{
}
bool Cull(const Vector3 & cull_min,const Vector3 & cull_max);
bool Cull(const AABoxClass & cull_box);
bool Intersect_Triangle(const TriClass & tri);
public:
AABoxClass Box; // world space aabox that we want to test with
};
inline bool AABoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
{
Vector3 box_min;
Vector3::Subtract(Box.Center,Box.Extent,&box_min);
Vector3 box_max;
Vector3::Add(Box.Center,Box.Extent,&box_max);
if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
}
inline bool AABoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
{
Vector3 dc;
Vector3 r;
Vector3::Subtract(cull_box.Center,Box.Center,&dc);
Vector3::Add(cull_box.Extent,Box.Extent,&r);
if (WWMath::Fabs(dc.X) > r.X) return true;
if (WWMath::Fabs(dc.Y) > r.Y) return true;
if (WWMath::Fabs(dc.Z) > r.Z) return true;
}
inline bool AABoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
{
return CollisionMath::Intersection_Test(Box,tri);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// OBBoxIntersectionTestClass
//
// This is an intersection test which uses an Axis-Aligned Box
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
class OBBoxIntersectionTestClass : public IntersectionTestClass
{
public:
OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type);
OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that);
OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that,const Matrix3D & tm);
OBBoxIntersectionTestClass(const AABoxIntersectionTestClass & that,const Matrix3D & tm);
bool Cull(const Vector3 & min,const Vector3 & max);
bool Cull(const AABoxClass & box);
bool Intersect_Triangle(const TriClass & tri);
protected:
void update_bounding_box(void);
public:
OBBoxClass Box; // world space obbox that we want to test with
AABoxClass BoundingBox; // axis aligned w-s bounding box
};
inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type) :
IntersectionTestClass(collision_type),
Box(box)
{
update_bounding_box();
}
inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that) :
IntersectionTestClass(that),
Box(that.Box)
{
update_bounding_box();
}
inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
(
const OBBoxIntersectionTestClass & that,
const Matrix3D & tm
) :
IntersectionTestClass(that)
{
OBBoxClass::Transform(tm,that.Box,&Box);
update_bounding_box();
}
inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
(
const AABoxIntersectionTestClass & that,
const Matrix3D & tm
) :
IntersectionTestClass(that)
{
Matrix3D::Transform_Vector(tm,that.Box.Center,&(Box.Center));
Box.Extent = that.Box.Extent;
Box.Basis = tm; // copies the 3x3 rotation portion of the transform
update_bounding_box();
}
inline bool OBBoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
{
Vector3 box_min;
Vector3::Subtract(BoundingBox.Center,BoundingBox.Extent,&box_min);
Vector3 box_max;
Vector3::Add(BoundingBox.Center,BoundingBox.Extent,&box_max);
if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
return false;
}
inline bool OBBoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
{
Vector3 dc;
Vector3 r;
Vector3::Subtract(cull_box.Center,BoundingBox.Center,&dc);
Vector3::Add(cull_box.Extent,BoundingBox.Extent,&r);
if (WWMath::Fabs(dc.X) > r.X) return true;
if (WWMath::Fabs(dc.Y) > r.Y) return true;
if (WWMath::Fabs(dc.Z) > r.Z) return true;
return false;
}
inline bool OBBoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
{
return CollisionMath::Intersection_Test(Box,tri);
}
inline void OBBoxIntersectionTestClass::update_bounding_box(void)
{
BoundingBox.Center = Box.Center;
Box.Basis.Rotate_AABox_Extent(Box.Extent,&BoundingBox.Extent);
}
#endif