Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
236 lines
6.2 KiB
C++
236 lines
6.2 KiB
C++
#include "munga.h"
|
|
#pragma hdrstop
|
|
|
|
#include "boxsolid.h"
|
|
#include "origin.h"
|
|
#include "linmtrx.h"
|
|
#include "line.h"
|
|
|
|
//#############################################################################
|
|
//############################## BoxedSphere ############################
|
|
//#############################################################################
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
BoxedSphere::BoxedSphere(
|
|
const ExtentBox &extents,
|
|
BoxedSolid::Material material,
|
|
Simulation *owner,
|
|
BoxedSolid *next_solid
|
|
):
|
|
BoxedSolid(extents, SphereType, material, owner, next_solid)
|
|
{
|
|
Check_Pointer(this);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
BoxedSphere::~BoxedSphere()
|
|
{
|
|
Check_Pointer(this);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedSphere::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);
|
|
|
|
//
|
|
//----------------------------------------------
|
|
// Find the centerpoint and radius of the sphere
|
|
//----------------------------------------------
|
|
//
|
|
Point3D center;
|
|
center.x = (minX + maxX) * 0.5f;
|
|
center.y = (minY + maxY) * 0.5f;
|
|
center.z = (minZ + maxZ) * 0.5f;
|
|
Scalar radius = maxX - center.x;
|
|
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
// Constrain the centerpoint of the sphere to be within the bounded extents.
|
|
// Then see if the constrained point is within the radius of the sphere. If
|
|
// so, it is an intersection
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
Point3D closest = center;
|
|
extents.Constrain(&closest);
|
|
closest -= center;
|
|
return radius*radius >= closest.LengthSquared();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedSphere::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);
|
|
|
|
//
|
|
//----------------------------------------------
|
|
// Find the centerpoint and radius of the sphere
|
|
//----------------------------------------------
|
|
//
|
|
Point3D center;
|
|
center.x = (minX + maxX) * 0.5f;
|
|
center.y = (minY + maxY) * 0.5f;
|
|
center.z = (minZ + maxZ) * 0.5f;
|
|
Scalar radius = maxX - center.x;
|
|
|
|
//
|
|
//-------------------------------------------------------------------------
|
|
// translate the test point into the sphere's frame of reference and see if
|
|
// it is close enough
|
|
//-------------------------------------------------------------------------
|
|
//
|
|
center -= point;
|
|
return radius*radius >= center.LengthSquared();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Scalar
|
|
BoxedSphere::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);
|
|
|
|
//
|
|
//----------------------------------------------
|
|
// Find the centerpoint and radius of the sphere
|
|
//----------------------------------------------
|
|
//
|
|
Point3D center;
|
|
center.x = (minX + maxX) * 0.5f;
|
|
center.y = (minY + maxY) * 0.5f;
|
|
center.z = (minZ + maxZ) * 0.5f;
|
|
Scalar radius = maxX - center.x;
|
|
|
|
//
|
|
//-----------------------------------------------------------------------
|
|
// Convert the point to the coordinates of the sphere, putting the center
|
|
// point of the sphere at the origin. Note that we are subtracting the
|
|
// point from the center point as opposed to the normal way. This will
|
|
// result in both X and Y being negated, but since we are squaring them,
|
|
// this will not matter
|
|
//-----------------------------------------------------------------------
|
|
//
|
|
Scalar x = center.x - point.x;
|
|
Scalar z = center.z - point.z;
|
|
Scalar h = radius*radius - x*x - z*z;
|
|
if (h < SMALL)
|
|
{
|
|
return -1.0f;
|
|
}
|
|
|
|
//
|
|
//-------------------------------------------------------------------
|
|
// If the point is in the XZ shadow of the sphere, then the height is
|
|
// determined by the height of the sphere at that point
|
|
//-------------------------------------------------------------------
|
|
//
|
|
Scalar height = point.y - (center.y + Sqrt(h));
|
|
return Abs(height);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedSphere::HitByBounded(
|
|
Line *line,
|
|
Scalar enters,
|
|
Scalar leaves
|
|
)
|
|
{
|
|
Check(this);
|
|
Check(line);
|
|
|
|
Verify(enters <= leaves);
|
|
Verify(leaves >= 0.0f);
|
|
|
|
//
|
|
//----------------------------------------------
|
|
// Find the centerpoint and radius of the sphere
|
|
//----------------------------------------------
|
|
//
|
|
Point3D center;
|
|
center.x = (minX + maxX) * 0.5f;
|
|
center.y = (minY + maxY) * 0.5f;
|
|
center.z = (minZ + maxZ) * 0.5f;
|
|
Scalar radius = maxX - center.x;
|
|
|
|
//
|
|
//-------------------------------------------------------------------------
|
|
// Find the point of closest approach to the center of the sphere, and make
|
|
// sure that it is within the boundaries of the sphere
|
|
//-------------------------------------------------------------------------
|
|
//
|
|
Scalar midlen = line->LengthToClosestPointTo(center);
|
|
Point3D closest;
|
|
line->Project(midlen, &closest);
|
|
closest -= center;
|
|
Scalar v = radius*radius - closest.LengthSquared();
|
|
if (v < 0.0f)
|
|
{
|
|
return False;
|
|
}
|
|
|
|
//
|
|
//---------------------------------------------------------------------
|
|
// Find the closest possible length of ray traversal before hitting the
|
|
// sphere
|
|
//---------------------------------------------------------------------
|
|
//
|
|
v = Sqrt(v);
|
|
Scalar enter = midlen - v;
|
|
if (enter > enters)
|
|
{
|
|
enters = enter;
|
|
}
|
|
Scalar leave = midlen + v;
|
|
if (leave < leaves)
|
|
{
|
|
leaves = leave;
|
|
}
|
|
|
|
if (enters > leaves || enters > line->length || leaves < 0.0f)
|
|
{
|
|
return False;
|
|
}
|
|
|
|
line->length = Max(enters, 0.0f);
|
|
return True;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
Logical
|
|
BoxedSphere::TestInstance() const
|
|
{
|
|
return solidType == SphereType;
|
|
}
|