mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
168
Code/WWMath/colmathobbox.cpp
Normal file
168
Code/WWMath/colmathobbox.cpp
Normal file
@@ -0,0 +1,168 @@
|
||||
/*
|
||||
** 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 : WWMath *
|
||||
* *
|
||||
* $Archive:: /Commando/Code/wwmath/colmathobbox.cpp $*
|
||||
* *
|
||||
* Author:: Greg Hjelstrom *
|
||||
* *
|
||||
* $Modtime:: 11/14/00 2:46p $*
|
||||
* *
|
||||
* $Revision:: 8 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#include "colmath.h"
|
||||
#include "aaplane.h"
|
||||
#include "plane.h"
|
||||
#include "lineseg.h"
|
||||
#include "tri.h"
|
||||
#include "sphere.h"
|
||||
#include "aabox.h"
|
||||
#include "obbox.h"
|
||||
#include "wwdebug.h"
|
||||
|
||||
|
||||
|
||||
// OBBox functions, where is operand B with respect to the OBBox
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const OBBoxClass & box,const Vector3 & point)
|
||||
{
|
||||
// transform point into box coordinate system
|
||||
Vector3 localpoint;
|
||||
Matrix3::Transpose_Rotate_Vector(box.Basis,(point - box.Center),&localpoint);
|
||||
|
||||
// if the point is outside any of the extents, it is outside the box
|
||||
if (WWMath::Fabs(localpoint.X) > box.Extent.X) {
|
||||
return OUTSIDE;
|
||||
}
|
||||
if (WWMath::Fabs(localpoint.Y) > box.Extent.Y) {
|
||||
return OUTSIDE;
|
||||
}
|
||||
if (WWMath::Fabs(localpoint.Z) > box.Extent.Z) {
|
||||
return OUTSIDE;
|
||||
}
|
||||
return INSIDE;
|
||||
}
|
||||
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const OBBoxClass & box,const LineSegClass & line)
|
||||
{
|
||||
CastResultStruct res;
|
||||
Collide(line,box,&res);
|
||||
return eval_overlap_collision(res);
|
||||
}
|
||||
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const OBBoxClass & box,const TriClass & tri)
|
||||
{
|
||||
CastResultStruct res;
|
||||
Collide(box,Vector3(0,0,0),tri,Vector3(0,0,0),&res);
|
||||
return eval_overlap_collision(res);
|
||||
}
|
||||
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const AABoxClass & aabox,const OBBoxClass & obbox)
|
||||
{
|
||||
if (CollisionMath::Intersection_Test(aabox,obbox)) {
|
||||
return BOTH; // inside or overlapping
|
||||
} else {
|
||||
return OUTSIDE;
|
||||
}
|
||||
}
|
||||
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const OBBoxClass & obbox,const AABoxClass & aabox)
|
||||
{
|
||||
if (CollisionMath::Intersection_Test(obbox,aabox)) {
|
||||
return BOTH; // inside or overlapping
|
||||
} else {
|
||||
return OUTSIDE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
CollisionMath::OverlapType
|
||||
CollisionMath::Overlap_Test(const OBBoxClass & box,const OBBoxClass & box2)
|
||||
{
|
||||
CastResultStruct res;
|
||||
Collide(box,Vector3(0,0,0),box2,Vector3(0,0,0),&res);
|
||||
return eval_overlap_collision(res);
|
||||
}
|
||||
|
||||
bool CollisionMath::Collide
|
||||
(
|
||||
const OBBoxClass & box,
|
||||
const Vector3 & move_vector,
|
||||
const PlaneClass & plane,
|
||||
CastResultStruct * result
|
||||
)
|
||||
{
|
||||
float frac;
|
||||
|
||||
float extent = box.Project_To_Axis(plane.N);
|
||||
float dist = Vector3::Dot_Product(plane.N,box.Center) + plane.D;
|
||||
float move = Vector3::Dot_Product(plane.N,move_vector);
|
||||
|
||||
if (dist > extent) {
|
||||
if (dist + move > extent) {
|
||||
// entire move ok!
|
||||
frac = 1.0f;
|
||||
} else {
|
||||
// partial move allowed
|
||||
frac = (extent - dist) / move;
|
||||
}
|
||||
|
||||
} else if (dist < -extent) {
|
||||
if (dist + move < -extent) {
|
||||
// entire move ok!
|
||||
frac = 1.0f;
|
||||
} else {
|
||||
// partial move allowed
|
||||
frac = (-extent - dist) / move;
|
||||
}
|
||||
} else {
|
||||
result->StartBad = true;
|
||||
result->Normal = plane.N;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (frac < result->Fraction) {
|
||||
result->Fraction = frac;
|
||||
result->Normal = plane.N;
|
||||
if (result->ComputeContactPoint) {
|
||||
|
||||
Vector3 move_dir(move_vector);
|
||||
move_dir.Normalize();
|
||||
float move_extent = Vector3::Dot_Product(move_dir,box.Extent);
|
||||
result->ContactPoint = box.Center + result->Fraction*move_vector + move_extent*move_dir;
|
||||
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user