126 lines
4.8 KiB
C++
126 lines
4.8 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 : TileCull *
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* *
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* $Archive:: /Commando/Code/wwphys/physaabtreecull.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/28/00 10:51a $*
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* *
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* $Revision:: 13 $*
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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 PHYSAABTREECULL_H
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#define PHYSAABTREECULL_H
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#include "always.h"
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#include "aabtreecull.h"
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#include "phys.h"
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#include "wwdebug.h"
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class PhysicsSceneClass;
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class StringClass;
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/*
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** PhysAABTreeCullClass
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** This is a derived axis-aligned bounding box tree for use with the physics library.
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** It adds collision detection queries to the base AABTree
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*/
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class PhysAABTreeCullClass : public TypedAABTreeCullSystemClass<PhysClass>
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{
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public:
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PhysAABTreeCullClass(PhysicsSceneClass * pscene);
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~PhysAABTreeCullClass(void);
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/*
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** Verify that the tree is valid, (all boxes contain their children, all objects contained in their node)
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*/
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bool Verify(StringClass & set_error_report);
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/*
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** Collision detection
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*/
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bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
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bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
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bool Intersection_Test(PhysAABoxIntersectionTestClass & boxtest);
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bool Intersection_Test(PhysOBBoxIntersectionTestClass & boxtest);
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bool Intersection_Test(PhysMeshIntersectionTestClass & meshtest);
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/*
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** Debugging options, disable hierarchical vis culling
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*/
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static void Enable_Hierarchical_Vis_Culling(bool onoff) { _HierarchicalVisCullingEnabled = onoff; }
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static bool Is_Hierarchical_Vis_Culling_Enabled(void) { return _HierarchicalVisCullingEnabled; }
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protected:
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/*
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** Internal functions
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*/
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bool Verify_Recursive(AABTreeNodeClass * node,StringClass & error_report);
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bool Cast_Ray_Recursive(AABTreeNodeClass * node,PhysRayCollisionTestClass & raytest);
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bool Cast_AABox_Recursive(AABTreeNodeClass * node,PhysAABoxCollisionTestClass & boxtest);
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bool Cast_OBBox_Recursive(AABTreeNodeClass * node,PhysOBBoxCollisionTestClass & boxtest);
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/*
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** Members
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*/
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PhysicsSceneClass * Scene; // scene that we are a member of
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static bool _HierarchicalVisCullingEnabled;
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};
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inline bool PhysAABTreeCullClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
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{
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WWASSERT(RootNode != NULL);
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return Cast_Ray_Recursive(RootNode,raytest);
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}
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inline bool PhysAABTreeCullClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
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{
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WWASSERT(RootNode != NULL);
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return Cast_AABox_Recursive(RootNode,boxtest);
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}
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inline bool PhysAABTreeCullClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
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{
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WWASSERT(RootNode != NULL);
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return Cast_OBBox_Recursive(RootNode,boxtest);
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}
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#endif // PHYSAABTREECULL_H
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