colmathfrustum.h 4.6 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWMath *
  23. * *
  24. * $Archive:: /Commando/Code/wwmath/colmathfrustum.h $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Jani_p $*
  29. * *
  30. * $Modtime:: 5/04/01 8:25p $*
  31. * *
  32. * $Revision:: 3 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * CollisionMath::Overlap_Test -- test a frustum and an AABox for overlap *
  37. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  38. #if defined(_MSC_VER)
  39. #pragma once
  40. #endif
  41. #ifndef COLMATHFRUSTUM_H
  42. #define COLMATHFRUSTUM_H
  43. #include "always.h"
  44. #include "aabox.h"
  45. #include "vector3.h"
  46. #include "lineseg.h"
  47. #include "frustum.h"
  48. /*
  49. ** Inline collision functions dealing with frustums
  50. */
  51. /***********************************************************************************************
  52. * CollisionMath::Overlap_Test -- test a frustum and an AABox for overlap *
  53. * *
  54. * INPUT: *
  55. * *
  56. * OUTPUT: *
  57. * *
  58. * WARNINGS: *
  59. * *
  60. * HISTORY: *
  61. * 3/29/2000 gth : Created. *
  62. *=============================================================================================*/
  63. inline
  64. CollisionMath::OverlapType
  65. CollisionMath::Overlap_Test(const FrustumClass & frustum,const AABoxClass & box,int & planes_passed)
  66. {
  67. int mask = 0;
  68. // TODO: doesn't catch all cases...
  69. for (int i = 0; i < 6; i++) {
  70. int plane_bit = (1<<i);
  71. // only check this plane if we have to
  72. if ((planes_passed & plane_bit) == 0) {
  73. int result = CollisionMath::Overlap_Test(frustum.Planes[i],box);
  74. if (result == OUTSIDE) {
  75. return OUTSIDE;
  76. } else if (result == INSIDE) {
  77. planes_passed |= plane_bit;
  78. }
  79. mask |= result;
  80. } else {
  81. mask |= INSIDE;
  82. }
  83. }
  84. if (mask == INSIDE) {
  85. return INSIDE;
  86. }
  87. return OVERLAPPED;
  88. }
  89. #endif