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