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- /*
- ** Command & Conquer Generals(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 : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/inttest.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 3/14/01 9:19a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef INTTEST_H
- #define INTTEST_H
- #include "always.h"
- #include "aabox.h"
- #include "obbox.h"
- #include "tri.h"
- #include "colmath.h"
- #include "coltype.h"
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // IntersectionTestClass
- //
- // This is the base class for all of the 'Intersection' functions. The intersection tests are
- // purely boolean tests. The base class only contains the CollisionType of the test.
- //
- // Every IntersectionTestClass should have the following functions:
- //
- // bool Cull(const Vector3 & min,const Vector3 & max);
- // bool Cull(const AABoxClass & box);
- // bool Intersect_Triangle(const TriClass & tri);
- //
- // These are not virtual because I don't want to pay the price of virtual function
- // calls at the point in the code where these are used. It may be possible to
- // write template functions if we use these exact function prototpyes for all
- // collision test classes though.
- //
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- class IntersectionTestClass
- {
- public:
- IntersectionTestClass(int collision_type) : CollisionType(collision_type) { }
- IntersectionTestClass(const IntersectionTestClass & that) : CollisionType(that.CollisionType) { }
- public:
- int CollisionType;
- };
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // AABoxIntersectionTestClass
- //
- // This is an intersection test which uses an Axis-Aligned Box
- //
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- class AABoxIntersectionTestClass : public IntersectionTestClass
- {
- public:
- AABoxIntersectionTestClass(const AABoxClass & box,int collision_type) :
- IntersectionTestClass(collision_type),
- Box(box)
- {
- }
- AABoxIntersectionTestClass(const AABoxIntersectionTestClass & that) :
- IntersectionTestClass(that),
- Box(that.Box)
- {
- }
- bool Cull(const Vector3 & cull_min,const Vector3 & cull_max);
- bool Cull(const AABoxClass & cull_box);
- bool Intersect_Triangle(const TriClass & tri);
- public:
- AABoxClass Box; // world space aabox that we want to test with
- };
- inline bool AABoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
- {
- Vector3 box_min;
- Vector3::Subtract(Box.Center,Box.Extent,&box_min);
-
- Vector3 box_max;
- Vector3::Add(Box.Center,Box.Extent,&box_max);
- if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
- if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
- if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
- return false;
- }
- inline bool AABoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
- {
- Vector3 dc;
- Vector3 r;
- Vector3::Subtract(cull_box.Center,Box.Center,&dc);
- Vector3::Add(cull_box.Extent,Box.Extent,&r);
- if (WWMath::Fabs(dc.X) > r.X) return true;
- if (WWMath::Fabs(dc.Y) > r.Y) return true;
- if (WWMath::Fabs(dc.Z) > r.Z) return true;
- return false;
- }
- inline bool AABoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
- {
- return CollisionMath::Intersection_Test(Box,tri);
- }
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // OBBoxIntersectionTestClass
- //
- // This is an intersection test which uses an Axis-Aligned Box
- //
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- class OBBoxIntersectionTestClass : public IntersectionTestClass
- {
- public:
- OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type);
- OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that);
- OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that,const Matrix3D & tm);
- OBBoxIntersectionTestClass(const AABoxIntersectionTestClass & that,const Matrix3D & tm);
- bool Cull(const Vector3 & min,const Vector3 & max);
- bool Cull(const AABoxClass & box);
- bool Intersect_Triangle(const TriClass & tri);
- protected:
- void update_bounding_box(void);
- public:
- OBBoxClass Box; // world space obbox that we want to test with
- AABoxClass BoundingBox; // axis aligned w-s bounding box
- };
- inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxClass & box,int collision_type) :
- IntersectionTestClass(collision_type),
- Box(box)
- {
- update_bounding_box();
- }
- inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass(const OBBoxIntersectionTestClass & that) :
- IntersectionTestClass(that),
- Box(that.Box)
- {
- update_bounding_box();
- }
- inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
- (
- const OBBoxIntersectionTestClass & that,
- const Matrix3D & tm
- ) :
- IntersectionTestClass(that)
- {
- OBBoxClass::Transform(tm,that.Box,&Box);
- update_bounding_box();
- }
- inline OBBoxIntersectionTestClass::OBBoxIntersectionTestClass
- (
- const AABoxIntersectionTestClass & that,
- const Matrix3D & tm
- ) :
- IntersectionTestClass(that)
- {
- Matrix3D::Transform_Vector(tm,that.Box.Center,&(Box.Center));
- Box.Extent = that.Box.Extent;
- Box.Basis = tm; // copies the 3x3 rotation portion of the transform
- update_bounding_box();
- }
- inline bool OBBoxIntersectionTestClass::Cull(const Vector3 & cull_min,const Vector3 & cull_max)
- {
- Vector3 box_min;
- Vector3::Subtract(BoundingBox.Center,BoundingBox.Extent,&box_min);
-
- Vector3 box_max;
- Vector3::Add(BoundingBox.Center,BoundingBox.Extent,&box_max);
- if ((box_min.X > cull_max.X) || (box_max.X < cull_min.X)) return true;
- if ((box_min.Y > cull_max.Y) || (box_max.Y < cull_min.Y)) return true;
- if ((box_min.Z > cull_max.Z) || (box_max.Z < cull_min.Z)) return true;
-
- return false;
- }
- inline bool OBBoxIntersectionTestClass::Cull(const AABoxClass & cull_box)
- {
- Vector3 dc;
- Vector3 r;
- Vector3::Subtract(cull_box.Center,BoundingBox.Center,&dc);
- Vector3::Add(cull_box.Extent,BoundingBox.Extent,&r);
- if (WWMath::Fabs(dc.X) > r.X) return true;
- if (WWMath::Fabs(dc.Y) > r.Y) return true;
- if (WWMath::Fabs(dc.Z) > r.Z) return true;
- return false;
- }
- inline bool OBBoxIntersectionTestClass::Intersect_Triangle(const TriClass & tri)
- {
- return CollisionMath::Intersection_Test(Box,tri);
- }
- inline void OBBoxIntersectionTestClass::update_bounding_box(void)
- {
- BoundingBox.Center = Box.Center;
- Box.Basis.Rotate_AABox_Extent(Box.Extent,&BoundingBox.Extent);
- }
- #endif
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