Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
911 lines
26 KiB
C++
911 lines
26 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "boxsolid.h"
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#include "plane.h"
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extern Logical
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BoxedRampContainsLine(
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Line *line,
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const Plane& plane,
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Scalar enters,
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Scalar leaves
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);
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//#############################################################################
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//##################### BoxedInvertedRampFacingNegativeZ ################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingNegativeZ::BoxedInvertedRampFacingNegativeZ(
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const ExtentBox &extents,
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BoxedSolid::Material material,
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Simulation *owner,
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BoxedSolid *next_solid
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):
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BoxedSolid(
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extents,
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InvertedRampFacingNegativeZType,
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material,
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owner,
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next_solid
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)
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingNegativeZ::~BoxedInvertedRampFacingNegativeZ()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingNegativeZ::IntersectsBounded(
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const ExtentBox &extents
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)
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{
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Check(this);
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Check(&extents);
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Verify(minX <= extents.minX);
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Verify(maxX >= extents.maxX);
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Verify(minY <= extents.minY);
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Verify(maxY >= extents.maxY);
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Verify(minZ <= extents.minZ);
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Verify(maxZ >= extents.maxZ);
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = maxZ - minZ;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
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// Calculate the "slope" of the line from the base of the ramp to the
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// lower-north edge of the block
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//-------------------------------------------------------------------
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//
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Scalar y = extents.maxY - minY;
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Scalar z = extents.minZ - minZ;
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//
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//------------------------------------------------------------------------
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// If the slope rise/run is more negative than y/z slope, then the extent
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// box of the disk has clipped the ramp. Note that rise/run <= y/z yields
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// rise*z <= y*run, which avoids any divide-by-0 errors.
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//------------------------------------------------------------------------
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//
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return z*rise <= y*run;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingNegativeZ::ContainsBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(maxY >= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = maxZ - minZ;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
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// Calculate the "slope" of the line from the base of the ramp to the
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// lower-north edge of the block
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//-------------------------------------------------------------------
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//
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Scalar y = point.y - minY;
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Scalar z = point.z - minZ;
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//
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//------------------------------------------------------------------------
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// If the slope rise/run is more negative than y/z slope, then the extent
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// box of the disk has clipped the ramp. Note that rise/run <= y/z yields
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// rise*z <= y*run, which avoids any divide-by-0 errors
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//------------------------------------------------------------------------
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//
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return z*rise <= y*run;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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BoxedInvertedRampFacingNegativeZ::FindDistanceBelowBounded(
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const Point3D &point
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)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------------------------
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// If the point is above the ramp, it will hit the top of the ramp
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//----------------------------------------------------------------
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//
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if (point.y > maxY)
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{
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return point.y - maxY;
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}
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin. If the run is zero, make sure no divide by zero
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// happens
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = maxZ - minZ;
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Verify(!Small_Enough(run));
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//
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//----------------------------------------------------------
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// Get the point coordinates local the the start of the ramp
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//----------------------------------------------------------
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//
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Scalar y = point.y - minY;
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Scalar z = point.z - minZ;
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//
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//-------------------------------------------------------------------
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// Return the distance from the point to where it intersects the ramp
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//-------------------------------------------------------------------
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//
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return (z*rise <= y*run) ? 0.0f : -1.0f;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingNegativeZ::HitByBounded(
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Line *line,
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Scalar enters,
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Scalar leaves
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)
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{
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Plane
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ramp;
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Scalar
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temp;
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//
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//-------------------------------------------------------------------
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// Make a vector pointing normal to the face of the north facing ramp
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//-------------------------------------------------------------------
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//
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ramp.normal.x = 0.0f;
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ramp.normal.y = minZ - maxZ;
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ramp.normal.z = maxY - minY;
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//
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//-------------------------------------------------------------
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// Scale the vector to a normal and figure out the plane offset
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//-------------------------------------------------------------
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//
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temp = ramp.normal.y*ramp.normal.y + ramp.normal.z*ramp.normal.z;
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Verify(!Small_Enough(temp))
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temp = Sqrt(temp);
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ramp.normal.y /= temp;
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ramp.normal.z /= temp;
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ramp.offset = maxY*ramp.normal.y + maxZ*ramp.normal.z;
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//
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//---------------------------------------------------------------------
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// Now that we have added a new plane into the definition of the convex
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// polyhedron, call a common ramp line collider
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//---------------------------------------------------------------------
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//
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return BoxedRampContainsLine(line, ramp, enters, leaves);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingNegativeZ::TestInstance() const
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{
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return solidType == InvertedRampFacingNegativeZType;
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}
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//#############################################################################
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//##################### BoxedInvertedRampFacingPositiveZ ################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingPositiveZ::BoxedInvertedRampFacingPositiveZ(
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const ExtentBox &extents,
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BoxedSolid::Material material,
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Simulation *owner,
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BoxedSolid *next_solid
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):
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BoxedSolid(
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extents,
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InvertedRampFacingPositiveZType,
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material,
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owner,
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next_solid
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)
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingPositiveZ::~BoxedInvertedRampFacingPositiveZ()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingPositiveZ::IntersectsBounded(
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const ExtentBox &extents
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)
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{
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Check(this);
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Check(&extents);
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Verify(minX <= extents.minX);
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Verify(maxX >= extents.maxX);
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Verify(minY <= extents.minY);
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Verify(maxY >= extents.maxY);
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Verify(minZ <= extents.minZ);
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Verify(maxZ >= extents.maxZ);
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = minZ - maxZ;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
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// Calculate the "slope" of the line from the base of the ramp to the
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// lower-north edge of the block
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//-------------------------------------------------------------------
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//
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Scalar y = extents.maxY - minY;
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Scalar z = extents.maxZ - maxZ;
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//
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//------------------------------------------------------------------------
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// If the slope rise/run is more positive than y/z slope, then the extent
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// box of the disk has clipped the ramp. Note that rise/run >= y/z yields
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// rise*z >= y*run, which avoids any divide-by-0 errors
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//------------------------------------------------------------------------
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//
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return z*rise >= y*run;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingPositiveZ::ContainsBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(maxY >= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = minZ - maxZ;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
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// Calculate the "slope" of the line from the base of the ramp to the
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// lower-north edge of the block
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//-------------------------------------------------------------------
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//
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Scalar y = point.y - minY;
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Scalar z = point.z - maxZ;
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//
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//------------------------------------------------------------------------
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// If the slope rise/run is more negative than y/z slope, then the extent
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// box of the disk has clipped the ramp. Note that rise/run >= y/z yields
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// rise*z >= y*run, which avoids any divide-by-0 errors
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//------------------------------------------------------------------------
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//
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return z*rise >= y*run;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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BoxedInvertedRampFacingPositiveZ::FindDistanceBelowBounded(
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const Point3D &point
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)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------------------------
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// If the point is above the ramp, it will hit the top of the ramp
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//----------------------------------------------------------------
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//
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if (point.y > maxY)
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{
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return point.y - maxY;
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}
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin. If the run is zero, make sure no divide by zero
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// happens
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//----------------------------------------------------------------------
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//
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Scalar rise = maxY - minY;
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Scalar run = minZ - maxZ;
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Verify(!Small_Enough(run));
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//
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//----------------------------------------------------------
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// Get the point coordinates local the the start of the ramp
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//----------------------------------------------------------
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//
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Scalar y = point.y - minY;
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Scalar z = point.z - maxZ;
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//
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//-------------------------------------------------------------------
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// Return the distance from the point to where it intersects the ramp
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//-------------------------------------------------------------------
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//
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return (z*rise >= y*run) ? 0.0f : -1.0f;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingPositiveZ::HitByBounded(
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Line *line,
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Scalar enters,
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Scalar leaves
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)
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{
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Plane
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ramp;
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Scalar
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temp;
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//
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//-------------------------------------------------------------------
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// Make a vector pointing normal to the face of the north facing ramp
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//-------------------------------------------------------------------
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//
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ramp.normal.x = 0.0f;
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ramp.normal.y = minZ - maxZ;
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ramp.normal.z = minY - maxY;
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//
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//-------------------------------------------------------------
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// Scale the vector to a normal and figure out the plane offset
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//-------------------------------------------------------------
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//
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temp = ramp.normal.y*ramp.normal.y + ramp.normal.z*ramp.normal.z;
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Verify(!Small_Enough(temp))
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temp = Sqrt(temp);
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ramp.normal.y /= temp;
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ramp.normal.z /= temp;
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ramp.offset = minY*ramp.normal.y + maxZ*ramp.normal.z;
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//
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//---------------------------------------------------------------------
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// Now that we have added a new plane into the definition of the convex
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// polyhedron, call a common ramp line collider
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//---------------------------------------------------------------------
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//
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return BoxedRampContainsLine(line, ramp, enters, leaves);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingPositiveZ::TestInstance() const
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{
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return solidType == InvertedRampFacingPositiveZType;
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}
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//#############################################################################
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//##################### BoxedInvertedRampFacingNegativeX ################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingNegativeX::BoxedInvertedRampFacingNegativeX(
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const ExtentBox &extents,
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BoxedSolid::Material material,
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Simulation *owner,
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BoxedSolid *next_solid
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):
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BoxedSolid(
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extents,
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InvertedRampFacingNegativeXType,
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material,
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owner,
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next_solid
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)
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedInvertedRampFacingNegativeX::~BoxedInvertedRampFacingNegativeX()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedInvertedRampFacingNegativeX::IntersectsBounded(
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const ExtentBox &extents
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)
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{
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Check(this);
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Check(&extents);
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Verify(minX <= extents.minX);
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Verify(maxX >= extents.maxX);
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Verify(minY <= extents.minY);
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Verify(maxY >= extents.maxY);
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Verify(minZ <= extents.minZ);
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Verify(maxZ >= extents.maxZ);
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|
//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar run = maxX - minX;
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Scalar rise = maxY - minY;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
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// Calculate the "slope" of the line from the base of the ramp to the
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// lower-north edge of the block
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//-------------------------------------------------------------------
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//
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Scalar x = extents.minX - minX;
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Scalar y = extents.maxY - minY;
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//
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//------------------------------------------------------------------------
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// If the slope rise/run is more negative than y/x slope, then the extent
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// box of the disk has clipped the ramp. Note that rise/run <= y/x yields
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// rise*x <= y*run, which avoids any divide-by-0 errors
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//------------------------------------------------------------------------
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//
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return x*rise <= y*run;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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|
Logical
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|
BoxedInvertedRampFacingNegativeX::ContainsBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
|
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(maxY >= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------------------------------
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// Calculate the "slope" of the ramp when the base of the ramp is placed
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// at the origin
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//----------------------------------------------------------------------
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//
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Scalar run = maxX - minX;
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Scalar rise = maxY - minY;
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Verify(!Small_Enough(run));
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//
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//-------------------------------------------------------------------
|
|
// Calculate the "slope" of the line from the base of the ramp to the
|
|
// lower-north edge of the block
|
|
//-------------------------------------------------------------------
|
|
//
|
|
Scalar x = point.x - minX;
|
|
Scalar y = point.y - minY;
|
|
|
|
//
|
|
//------------------------------------------------------------------------
|
|
// If the slope rise/run is more negative than y/x slope, then the extent
|
|
// box of the disk has clipped the ramp. Note that rise/run <= y/x yields
|
|
// rise*x <= y*run, which avoids any divide-by-0 errors
|
|
//------------------------------------------------------------------------
|
|
//
|
|
return x*rise <= y*run;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Scalar
|
|
BoxedInvertedRampFacingNegativeX::FindDistanceBelowBounded(const Point3D &point)
|
|
{
|
|
Check(this);
|
|
Check(&point);
|
|
|
|
Verify(minX <= point.x);
|
|
Verify(maxX >= point.x);
|
|
Verify(minY <= point.y);
|
|
Verify(minZ <= point.z);
|
|
Verify(maxZ >= point.z);
|
|
|
|
//
|
|
//----------------------------------------------------------------
|
|
// If the point is above the ramp, it will hit the top of the ramp
|
|
//----------------------------------------------------------------
|
|
//
|
|
if (point.y > maxY)
|
|
{
|
|
return point.y - maxY;
|
|
}
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// Calculate the "slope" of the ramp when the base of the ramp is placed
|
|
// at the origin. If the run is zero, make sure no divide by zero
|
|
// happens
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Scalar run = maxX - minX;
|
|
Scalar rise = maxY - minY;
|
|
Verify(!Small_Enough(run));
|
|
|
|
//
|
|
//----------------------------------------------------------
|
|
// Get the point coordinates local the the start of the ramp
|
|
//----------------------------------------------------------
|
|
//
|
|
Scalar x = point.x - minX;
|
|
Scalar y = point.y - minY;
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Return the distance from the point to where it intersects the ramp
|
|
//-------------------------------------------------------------------
|
|
//
|
|
return (x*rise <= y*run) ? 0.0f : -1.0f;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingNegativeX::HitByBounded(
|
|
Line *line,
|
|
Scalar enters,
|
|
Scalar leaves
|
|
)
|
|
{
|
|
Plane
|
|
ramp;
|
|
Scalar
|
|
temp;
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Make a vector pointing normal to the face of the north facing ramp
|
|
//-------------------------------------------------------------------
|
|
//
|
|
ramp.normal.y = minX - maxX;
|
|
ramp.normal.x = maxY - minY;
|
|
ramp.normal.z = 0.0f;
|
|
|
|
//
|
|
//-------------------------------------------------------------
|
|
// Scale the vector to a normal and figure out the plane offset
|
|
//-------------------------------------------------------------
|
|
//
|
|
temp = ramp.normal.y*ramp.normal.y + ramp.normal.x*ramp.normal.x;
|
|
Verify(!Small_Enough(temp))
|
|
temp = Sqrt(temp);
|
|
ramp.normal.y /= temp;
|
|
ramp.normal.x /= temp;
|
|
ramp.offset = minY*ramp.normal.y + minX*ramp.normal.x;
|
|
|
|
//
|
|
//---------------------------------------------------------------------
|
|
// Now that we have added a new plane into the definition of the convex
|
|
// polyhedron, call a common ramp line collider
|
|
//---------------------------------------------------------------------
|
|
//
|
|
return BoxedRampContainsLine(line, ramp, enters, leaves);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingNegativeX::TestInstance() const
|
|
{
|
|
return solidType == InvertedRampFacingNegativeXType;
|
|
}
|
|
|
|
//#############################################################################
|
|
//##################### BoxedInvertedRampFacingPositiveX ################
|
|
//#############################################################################
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
BoxedInvertedRampFacingPositiveX::BoxedInvertedRampFacingPositiveX(
|
|
const ExtentBox &extents,
|
|
BoxedSolid::Material material,
|
|
Simulation *owner,
|
|
BoxedSolid *next_solid
|
|
):
|
|
BoxedSolid(
|
|
extents,
|
|
InvertedRampFacingPositiveXType,
|
|
material,
|
|
owner,
|
|
next_solid
|
|
)
|
|
{
|
|
Check_Pointer(this);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
BoxedInvertedRampFacingPositiveX::~BoxedInvertedRampFacingPositiveX()
|
|
{
|
|
Check_Pointer(this);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingPositiveX::IntersectsBounded(
|
|
const ExtentBox &extents
|
|
)
|
|
{
|
|
Check(this);
|
|
Check(&extents);
|
|
|
|
Verify(minX <= extents.minX);
|
|
Verify(maxX >= extents.maxX);
|
|
Verify(minY <= extents.minY);
|
|
Verify(maxY >= extents.maxY);
|
|
Verify(minZ <= extents.minZ);
|
|
Verify(maxZ >= extents.maxZ);
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// Calculate the "slope" of the ramp when the base of the ramp is placed
|
|
// at the origin
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Scalar run = minX - maxX;
|
|
Scalar rise = maxY - minY;
|
|
Verify(!Small_Enough(run));
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Calculate the "slope" of the line from the base of the ramp to the
|
|
// lower-north edge of the block
|
|
//-------------------------------------------------------------------
|
|
//
|
|
Scalar x = extents.maxX - maxX;
|
|
Scalar y = extents.maxY - minY;
|
|
|
|
//
|
|
//------------------------------------------------------------------------
|
|
// If the slope rise/run is more positive than y/x slope, then the extent
|
|
// box of the disk has clipped the ramp. Note that rise/run >= y/x yields
|
|
// rise*x >= x*run, which avoids any divide-by-0 errors
|
|
//------------------------------------------------------------------------
|
|
//
|
|
return x*rise >= y*run;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingPositiveX::ContainsBounded(const Point3D &point)
|
|
{
|
|
Check(this);
|
|
Check(&point);
|
|
|
|
Verify(minX <= point.x);
|
|
Verify(maxX >= point.x);
|
|
Verify(minY <= point.y);
|
|
Verify(maxY >= point.y);
|
|
Verify(minZ <= point.z);
|
|
Verify(maxZ >= point.z);
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// Calculate the "slope" of the ramp when the base of the ramp is placed
|
|
// at the origin
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Scalar run = minX - maxX;
|
|
Scalar rise = maxY - minY;
|
|
Verify(!Small_Enough(run));
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Calculate the "slope" of the line from the base of the ramp to the
|
|
// lower-north edge of the block
|
|
//-------------------------------------------------------------------
|
|
//
|
|
Scalar x = point.x - maxX;
|
|
Scalar y = point.y - minY;
|
|
|
|
//
|
|
//------------------------------------------------------------------------
|
|
// If the slope rise/run is more negative than y/x slope, then the extent
|
|
// box of the disk has clipped the ramp. Note that rise/run >= y/x yields
|
|
// rise*x >= y*run, which avoids any divide-by-0 errors
|
|
//------------------------------------------------------------------------
|
|
//
|
|
return x*rise >= y*run;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Scalar
|
|
BoxedInvertedRampFacingPositiveX::FindDistanceBelowBounded(
|
|
const Point3D &point
|
|
)
|
|
{
|
|
Check(this);
|
|
Check(&point);
|
|
|
|
Verify(minX <= point.x);
|
|
Verify(maxX >= point.x);
|
|
Verify(minY <= point.y);
|
|
Verify(minZ <= point.z);
|
|
Verify(maxZ >= point.z);
|
|
|
|
//
|
|
//----------------------------------------------------------------
|
|
// If the point is above the ramp, it will hit the top of the ramp
|
|
//----------------------------------------------------------------
|
|
//
|
|
if (point.y > maxY)
|
|
{
|
|
return point.y - maxY;
|
|
}
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// Calculate the "slope" of the ramp when the base of the ramp is placed
|
|
// at the origin. If the run is zero, make sure no divide by zero
|
|
// happens
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Scalar run = minX - maxX;
|
|
Scalar rise = maxY - minY;
|
|
Verify(!Small_Enough(run));
|
|
|
|
//
|
|
//----------------------------------------------------------
|
|
// Get the point coordinates local the the start of the ramp
|
|
//----------------------------------------------------------
|
|
//
|
|
Scalar x = point.x - maxX;
|
|
Scalar y = point.y - minY;
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Return the distance from the point to where it intersects the ramp
|
|
//-------------------------------------------------------------------
|
|
//
|
|
return (x*rise >= y*run) ? 0.0f : -1.0f;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingPositiveX::HitByBounded(
|
|
Line *line,
|
|
Scalar enters,
|
|
Scalar leaves
|
|
)
|
|
{
|
|
Plane
|
|
ramp;
|
|
Scalar
|
|
temp;
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// Make a vector pointing normal to the face of the north facing ramp
|
|
//-------------------------------------------------------------------
|
|
//
|
|
ramp.normal.y = minX - maxX;
|
|
ramp.normal.x = minY - maxY;
|
|
ramp.normal.z = 0.0f;
|
|
|
|
//
|
|
//-------------------------------------------------------------
|
|
// Scale the vector to a normal and figure out the plane offset
|
|
//-------------------------------------------------------------
|
|
//
|
|
temp = ramp.normal.y*ramp.normal.y + ramp.normal.x*ramp.normal.x;
|
|
Verify(!Small_Enough(temp))
|
|
temp = Sqrt(temp);
|
|
ramp.normal.y /= temp;
|
|
ramp.normal.x /= temp;
|
|
ramp.offset = maxY*ramp.normal.y + minX*ramp.normal.x;
|
|
|
|
//
|
|
//---------------------------------------------------------------------
|
|
// Now that we have added a new plane into the definition of the convex
|
|
// polyhedron, call a common ramp line collider
|
|
//---------------------------------------------------------------------
|
|
//
|
|
return BoxedRampContainsLine(line, ramp, enters, leaves);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedInvertedRampFacingPositiveX::TestInstance() const
|
|
{
|
|
return solidType == InvertedRampFacingPositiveXType;
|
|
} |