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- /*
- ** Command & Conquer Renegade(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/coltest.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 5/07/01 10:26a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "coltest.h"
- AABoxCollisionTestClass::AABoxCollisionTestClass(const AABoxCollisionTestClass & that) :
- CollisionTestClass(that),
- Box(that.Box),
- Move(that.Move),
- SweepMin(that.SweepMin),
- SweepMax(that.SweepMax)
- {
- }
- AABoxCollisionTestClass::AABoxCollisionTestClass(const AABoxClass & aabox,const Vector3 & move,CastResultStruct * res,int collision_type) :
- CollisionTestClass(res,collision_type),
- Box(aabox),
- Move(move)
- {
- SweepMin = Box.Center - Box.Extent;
- SweepMax = Box.Center + Box.Extent;
- Vector3 endmin = Box.Center + move - Box.Extent;
- Vector3 endmax = Box.Center + move + Box.Extent;
-
- if (endmax.X > SweepMax.X) SweepMax.X = endmax.X;
- if (endmax.Y > SweepMax.Y) SweepMax.Y = endmax.Y;
- if (endmax.Z > SweepMax.Z) SweepMax.Z = endmax.Z;
- if (endmin.X < SweepMin.X) SweepMin.X = endmin.X;
- if (endmin.Y < SweepMin.Y) SweepMin.Y = endmin.Y;
- if (endmin.Z < SweepMin.Z) SweepMin.Z = endmin.Z;
- }
- bool AABoxCollisionTestClass::Cull(const AABoxClass & box)
- {
- // const float MOVE_THRESHOLD = 2.0f;
- // if (WWMath::Fabs(Move.X) + WWMath::Fabs(Move.Y) + WWMath::Fabs(Move.Z) > MOVE_THRESHOLD) {
- // CastResultStruct res;
- // return !Box.Cast_To_Box(Move,box,&res);
- // } else {
- Vector3 min_corner;
- Vector3 max_corner;
- Vector3::Subtract(box.Center,box.Extent,&min_corner);
- Vector3::Add(box.Center,box.Extent,&max_corner);
- if ((SweepMin.X > max_corner.X) || (SweepMax.X < min_corner.X)) {
- return true;
- }
- if ((SweepMin.Y > max_corner.Y) || (SweepMax.Y < min_corner.Y)) {
- return true;
- }
- if ((SweepMin.Z > max_corner.Z) || (SweepMax.Z < min_corner.Z)) {
- return true;
- }
- return false;
- // }
- }
- void AABoxCollisionTestClass::Rotate(ROTATION_TYPE rotation)
- {
- #ifndef NDEBUG
-
- int i;
- Matrix3D tm(1);
- switch(rotation) {
- case ROTATE_NONE:
- break;
- case ROTATE_Z90:
- tm = Matrix3D::RotateZ90;
- break;
- case ROTATE_Z180:
- tm = Matrix3D::RotateZ180;
- break;
- case ROTATE_Z270:
- tm = Matrix3D::RotateZ270;
- break;
- }
- Vector3 realcenter = tm * Box.Center;
- Vector3 pts[8];
- Vector3 & min = SweepMin;
- Vector3 & max = SweepMax;
-
- pts[0].Set(min.X,min.Y,min.Z);
- pts[1].Set(min.X,max.Y,min.Z);
- pts[2].Set(max.X,max.Y,min.Z);
- pts[3].Set(max.X,min.Y,min.Z);
- pts[4].Set(min.X,min.Y,max.Z);
- pts[5].Set(min.X,max.Y,max.Z);
- pts[6].Set(max.X,max.Y,max.Z);
- pts[7].Set(max.X,min.Y,max.Z);
- for (i=0; i<8; i++) {
- pts[i] = tm * pts[i];
- }
- Vector3 realmin = pts[0];
- Vector3 realmax = pts[0];
- for (i=1; i<8; i++) {
- if (realmin.X >= pts[i].X) realmin.X = pts[i].X;
- if (realmin.Y >= pts[i].Y) realmin.Y = pts[i].Y;
- if (realmin.Z >= pts[i].Z) realmin.Z = pts[i].Z;
-
- if (realmax.X <= pts[i].X) realmax.X = pts[i].X;
- if (realmax.Y <= pts[i].Y) realmax.Y = pts[i].Y;
- if (realmax.Z <= pts[i].Z) realmax.Z = pts[i].Z;
- }
- #endif
-
-
- // rotate the test by the desired rotation about the Z axis, special cased for
- // 90 degree rotations about Z. arbitrary rotations cause the axis aligned
- // box to not be aligned any more :-)
- float tmp,minx,miny,maxx,maxy;
- switch(rotation) {
- case ROTATE_NONE:
- break;
- case ROTATE_Z90:
- // rotate the center point and the move vector
- tmp = Box.Center.X; Box.Center.X = -Box.Center.Y; Box.Center.Y = tmp;
- tmp = Move.X; Move.X = -Move.Y; Move.Y = tmp;
-
- // swap x and y for the extent
- tmp = Box.Extent.X; Box.Extent.X = Box.Extent.Y; Box.Extent.Y = tmp;
-
- // update sweep bounding box
- minx = SweepMin.X; miny = SweepMin.Y; maxx = SweepMax.X; maxy = SweepMax.Y;
- SweepMin.X = -maxy;
- SweepMin.Y = minx;
- SweepMax.X = -miny;
- SweepMax.Y = maxx;
- break;
- case ROTATE_Z180:
- // rotate center and move vector
- Box.Center.X = -Box.Center.X;
- Box.Center.Y = -Box.Center.Y;
- Move.X = -Move.X;
- Move.Y = -Move.Y;
- // update min/max boxes
- minx = SweepMin.X; miny = SweepMin.Y; maxx = SweepMax.X; maxy = SweepMax.Y;
- SweepMin.X = -maxx;
- SweepMin.Y = -maxy;
- SweepMax.X = -minx;
- SweepMax.Y = -miny;
- break;
- case ROTATE_Z270:
- // rotate center and move.
- tmp = Box.Center.X; Box.Center.X = Box.Center.Y; Box.Center.Y = -tmp;
- tmp = Move.X; Move.X = Move.Y; Move.Y = -tmp;
- // update extent (x and y axis swap)
- tmp = Box.Extent.X; Box.Extent.X = Box.Extent.Y; Box.Extent.Y = tmp;
-
- // update min/max boxes
- minx = SweepMin.X; miny = SweepMin.Y; maxx = SweepMax.X; maxy = SweepMax.Y;
- SweepMin.X = miny;
- SweepMin.Y = -maxx;
- SweepMax.X = maxy;
- SweepMax.Y = -minx;
- break;
- }
- #ifndef NDEBUG
- assert((Box.Center - realcenter).Length() < 0.001f);
- assert((SweepMin - realmin).Length() < 0.001f);
- assert((SweepMax - realmax).Length() < 0.001f);
- #endif
- }
- void AABoxCollisionTestClass::Transform(const Matrix3D & tm)
- {
- // NOTE: this function will expand the box to enclose the rotated
- // form of the original box. In practice, this function was only
- // implemented to double-check the results of the Translate and Rotate
- // functions.
- int i;
- Vector3 tmpcenter = Box.Center;
- Vector3 tmpextent = Box.Extent;
- tm.Transform_Center_Extent_AABox(tmpcenter,tmpextent,&Box.Center,&Box.Extent);
- Move = tm.Rotate_Vector(Move);
- Vector3 pts[8];
- Vector3 & min = SweepMin;
- Vector3 & max = SweepMax;
-
- pts[0].Set(min.X,min.Y,min.Z);
- pts[1].Set(min.X,max.Y,min.Z);
- pts[2].Set(max.X,max.Y,min.Z);
- pts[3].Set(max.X,min.Y,min.Z);
- pts[4].Set(min.X,min.Y,max.Z);
- pts[5].Set(min.X,max.Y,max.Z);
- pts[6].Set(max.X,max.Y,max.Z);
- pts[7].Set(max.X,min.Y,max.Z);
- for (i=0; i<8; i++) {
- pts[i] = tm * pts[i];
- }
- Vector3 realmin = pts[0];
- Vector3 realmax = pts[0];
- for (i=1; i<8; i++) {
- if (realmin.X >= pts[i].X) realmin.X = pts[i].X;
- if (realmin.Y >= pts[i].Y) realmin.Y = pts[i].Y;
- if (realmin.Z >= pts[i].Z) realmin.Z = pts[i].Z;
-
- if (realmax.X <= pts[i].X) realmax.X = pts[i].X;
- if (realmax.Y <= pts[i].Y) realmax.Y = pts[i].Y;
- if (realmax.Z <= pts[i].Z) realmax.Z = pts[i].Z;
- }
- SweepMin = realmin;
- SweepMax = realmax;
- }
- OBBoxCollisionTestClass::OBBoxCollisionTestClass
- (
- const OBBoxClass & obbox,
- const Vector3 & move,
- CastResultStruct * res,
- int type
- ) :
- CollisionTestClass(res,type),
- Box(obbox),
- Move(move)
- {
- Vector3 max_extent;
- max_extent.X = WWMath::Fabs(Box.Basis[0][0] * Box.Extent.X) +
- WWMath::Fabs(Box.Basis[0][1] * Box.Extent.Y) +
- WWMath::Fabs(Box.Basis[0][2] * Box.Extent.Z) + 0.01f;
- max_extent.Y = WWMath::Fabs(Box.Basis[1][0] * Box.Extent.X) +
- WWMath::Fabs(Box.Basis[1][1] * Box.Extent.Y) +
- WWMath::Fabs(Box.Basis[1][2] * Box.Extent.Z) + 0.01f;
- max_extent.Z = WWMath::Fabs(Box.Basis[2][0] * Box.Extent.X) +
- WWMath::Fabs(Box.Basis[2][1] * Box.Extent.Y) +
- WWMath::Fabs(Box.Basis[2][2] * Box.Extent.Z) + 0.01f;
- SweepMin = Box.Center - max_extent;
- SweepMax = Box.Center + max_extent;
- Vector3 endmin = Box.Center + move - max_extent;
- Vector3 endmax = Box.Center + move + max_extent;
-
- if (endmax.X > SweepMax.X) SweepMax.X = endmax.X;
- if (endmax.Y > SweepMax.Y) SweepMax.Y = endmax.Y;
- if (endmax.Z > SweepMax.Z) SweepMax.Z = endmax.Z;
- if (endmin.X < SweepMin.X) SweepMin.X = endmin.X;
- if (endmin.Y < SweepMin.Y) SweepMin.Y = endmin.Y;
- if (endmin.Z < SweepMin.Z) SweepMin.Z = endmin.Z;
- }
- OBBoxCollisionTestClass::OBBoxCollisionTestClass(const OBBoxCollisionTestClass & that) :
- CollisionTestClass(that),
- Box(that.Box),
- Move(that.Move),
- SweepMin(that.SweepMin),
- SweepMax(that.SweepMax)
- {
- }
- OBBoxCollisionTestClass::OBBoxCollisionTestClass
- (
- const OBBoxCollisionTestClass & that,
- const Matrix3D & tm
- ) :
- CollisionTestClass(that)
- {
- tm.Transform_Min_Max_AABox(that.SweepMin,that.SweepMax,&SweepMin,&SweepMax);
- Matrix3D::Rotate_Vector(tm,that.Move,&Move);
- OBBoxClass::Transform(tm,that.Box,&Box);
- }
- OBBoxCollisionTestClass::OBBoxCollisionTestClass
- (
- const AABoxCollisionTestClass & that,
- const Matrix3D & tm
- ) :
- CollisionTestClass(that)
- {
- tm.Transform_Min_Max_AABox(that.SweepMin,that.SweepMax,&SweepMin,&SweepMax);
- Matrix3D::Rotate_Vector(tm,that.Move,&Move);
- 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
- }
- bool OBBoxCollisionTestClass::Cull(const AABoxClass & box)
- {
- Vector3 min_corner;
- Vector3 max_corner;
- Vector3::Subtract(box.Center,box.Extent,&min_corner);
- Vector3::Add(box.Center,box.Extent,&max_corner);
- if ((SweepMin.X > max_corner.X) || (SweepMax.X < min_corner.X)) {
- return true;
- }
- if ((SweepMin.Y > max_corner.Y) || (SweepMax.Y < min_corner.Y)) {
- return true;
- }
- if ((SweepMin.Z > max_corner.Z) || (SweepMax.Z < min_corner.Z)) {
- return true;
- }
- return false;
- }
-
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