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Initial commit of Command & Conquer Renegade source code.
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Code/WWMath/castres.h
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75
Code/WWMath/castres.h
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/*
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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 : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/castres.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 11/14/00 2:59p $*
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* *
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* $Revision:: 10 $*
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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 CASTRES_H
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#define CASTRES_H
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#include "always.h"
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#include "vector3.h"
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#include "bittype.h"
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/**
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** CastResultStruct
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** Result of a volume or ray cast operation will be stored in the following structure
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** NOTE: If you can avoid it, do not enable ComputeContactPoint. When casting rays, it is more
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** efficient to use the resulting Fraction to compute the contact point outside of the
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** collision detection code. In the case of AABox sweeping for character collision detection,
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** you don't usually need the actual point of contact, etc etc.
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**
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** The default state of ComputeContactPoint is *false*
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*/
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struct CastResultStruct
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{
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CastResultStruct(void) { Reset(); }
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void Reset(void) { StartBad = false; Fraction = 1.0f; Normal.Set(0,0,0); SurfaceType = 0; ComputeContactPoint = false; ContactPoint.Set(0,0,0); }
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bool StartBad; // was the inital configuration interpenetrating something?
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float Fraction; // fraction of the move up until collision
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Vector3 Normal; // surface normal at the collision point
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uint32 SurfaceType; // surface type of polygon at collision point (see W3D_SURFACE_TYPES in w3d_file.h)
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bool ComputeContactPoint; // This signals the collision code to compute the point of collision
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Vector3 ContactPoint; // This will be set to the point of collision if ComputeContactPoint is true
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};
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#endif
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