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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/colmathsphere.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/25/01 2:05p $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
- * CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
- * CollisionMath::Overlap_Test -- Sphere - Point overlap test *
- * CollisionMath::Overlap_Test -- sphere line overlap test *
- * CollisionMath::Overlap_Test -- sphere triangle overlap test *
- * CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
- * CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
- * CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #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"
- // Sphere Intersection fucntions. Does the sphere intersect the passed in object
- /***********************************************************************************************
- * CollisionMath::Intersection_Test -- Sphere - AAbox intersection *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- bool CollisionMath::Intersection_Test(const SphereClass & sphere,const AABoxClass & box)
- {
- /*
- ** Simple but slightly inaccurate test, expand the box by the sphere's radius, then
- ** test whether the sphere is contained in that new box. This is actually testing
- ** against a cube which encloses the sphere...
- */
- Vector3 dc = box.Center - sphere.Center;
- if (WWMath::Fabs(dc.X) < box.Extent.X + sphere.Radius) return false;
- if (WWMath::Fabs(dc.Y) < box.Extent.Y + sphere.Radius) return false;
- if (WWMath::Fabs(dc.Z) < box.Extent.Z + sphere.Radius) return false;
- return true;
- }
- /***********************************************************************************************
- * CollisionMath::Intersection_Test -- Sphere - OBBox intersection *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- bool CollisionMath::Intersection_Test(const SphereClass & sphere,const OBBoxClass & box)
- {
- /*
- ** Compute the sphere's position in the box's coordinate system
- */
- Matrix3D tm(box.Basis,box.Center);
- Vector3 box_rel_center;
- Matrix3D::Inverse_Transform_Vector(tm,sphere.Center,&box_rel_center);
- if (box.Extent.X < WWMath::Fabs(box_rel_center.X)) return false;
- if (box.Extent.Y < WWMath::Fabs(box_rel_center.Y)) return false;
- if (box.Extent.Z < WWMath::Fabs(box_rel_center.Z)) return false;
- return true;
- }
- // Sphere Overlap functions. Where is operand B with respect to the sphere
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- Sphere - Point overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & sphere,const Vector3 & point)
- {
- float r2 = (point - sphere.Center).Length2();
- if (r2 < sphere.Radius * sphere.Radius - COINCIDENCE_EPSILON) {
- return NEG;
- }
- if (r2 > sphere.Radius * sphere.Radius + COINCIDENCE_EPSILON) {
- return POS;
- }
- return ON;
- }
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- sphere line overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const LineSegClass & /*line*/)
- {
- WWASSERT(0); //TODO
- return POS;
- }
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- sphere triangle overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & /*sphere*/,const TriClass & /*tri*/)
- {
- WWASSERT(0); //TODO
- return POS;
- }
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- Sphere - Sphere overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & sphere,const SphereClass & sphere2)
- {
- CollisionMath::OverlapType retval = OUTSIDE;
- float radius = sphere.Radius + sphere2.Radius;
- float dist2 = (sphere2.Center - sphere.Center).Length2();
-
- if (dist2 == 0 && sphere.Radius == sphere2.Radius) {
- retval = OVERLAPPED;
- } else if (dist2 <= radius * radius - COINCIDENCE_EPSILON) {
- retval = INSIDE;
- }
- return retval;
- }
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- Sphere - AABox overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & sphere,const AABoxClass & aabox)
- {
- // TODO: overlap function that detects containment?
- return ( Intersection_Test(sphere,aabox) ? BOTH : POS );
- }
- /***********************************************************************************************
- * CollisionMath::Overlap_Test -- Sphere - OBBox overlap test *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/25/2001 gth : Created. *
- *=============================================================================================*/
- CollisionMath::OverlapType
- CollisionMath::Overlap_Test(const SphereClass & sphere,const OBBoxClass & obbox)
- {
- // TODO: overlap function that detects containment?
- return ( Intersection_Test(sphere,obbox) ? BOTH : POS );
- }
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