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CnC_Renegade/Code/wwphys/physaabtreecull.h

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