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Initial commit of Command & Conquer Renegade source code.
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Code/WWMath/lineseg.h
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93
Code/WWMath/lineseg.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/lineseg.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 3/16/00 3:16p $*
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* *
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* $Revision:: 21 $*
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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 LINESEG_H
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#define LINESEG_H
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#include "always.h"
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#include "vector3.h"
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#include "castres.h"
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class TriClass;
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class AABoxClass;
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class OBBoxClass;
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class PlaneClass;
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class SphereClass;
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class Matrix3D;
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class LineSegClass
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{
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public:
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LineSegClass(void) { }
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LineSegClass(const Vector3 & p0,const Vector3 & p1) : P0(p0), P1(p1) { recalculate(); }
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LineSegClass(const LineSegClass & that,const Matrix3D & tm) { Set(that,tm); }
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void Set(const Vector3 & p0,const Vector3 & p1) { P0 = p0; P1 = p1; recalculate(); }
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void Set(const LineSegClass & that,const Matrix3D & tm);
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void Set_Random(const Vector3 & min,const Vector3 & max);
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const Vector3 & Get_P0() const { return P0; } // start point
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const Vector3 & Get_P1() const { return P1; } // end point
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const Vector3 & Get_DP() const { return DP; } // difference of the two points
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const Vector3 & Get_Dir() const { return Dir; } // normalized direction.
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float Get_Length() const { return Length; } // length of the segment
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void Compute_Point(float t,Vector3 * set) const { Vector3::Add(P0,t*DP,set); }
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Vector3 Find_Point_Closest_To(const Vector3 &pos) const;
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bool Find_Intersection (const LineSegClass &other_line, Vector3 *p1, float *fraction1, Vector3 *p2, float *fraction2) const;
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protected:
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void recalculate(void) { DP = P1 - P0; Dir = DP; Dir.Normalize(); Length = DP.Length(); }
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Vector3 P0; // start point
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Vector3 P1; // end point
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Vector3 DP; // difference of the two points
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Vector3 Dir; // normalized direction.
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float Length; // length of the segment
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};
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#endif
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