colmath.cpp 3.0 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768
  1. /*
  2. ** Command & Conquer Generals Zero Hour(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/colmath.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 3/16/00 2:19p $*
  29. * *
  30. * $Revision:: 4 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "colmath.h"
  36. const float CollisionMath::COINCIDENCE_EPSILON = 0.000001f;
  37. CollisionMath::ColmathStatsStruct CollisionMath::Stats;
  38. CollisionMath::ColmathStatsStruct::ColmathStatsStruct(void)
  39. {
  40. Reset();
  41. }
  42. void CollisionMath::ColmathStatsStruct::Reset(void)
  43. {
  44. TotalCollisionCount = 0;
  45. TotalCollisionHitCount = 0;
  46. CollisionRayTriCount = 0;
  47. CollisionRayTriHitCount = 0;
  48. CollisionAABoxTriCount = 0;
  49. CollisionAABoxTriHitCount = 0;
  50. CollisionAABoxAABoxCount = 0;
  51. CollisionAABoxAABoxHitCount = 0;
  52. CollisionOBBoxTriCount = 0;
  53. CollisionOBBoxTriHitCount = 0;
  54. CollisionOBBoxAABoxCount = 0;
  55. CollisionOBBoxAABoxHitCount = 0;
  56. CollisionOBBoxOBBoxCount = 0;
  57. CollisionOBBoxOBBoxHitCount = 0;
  58. }