Richard Boegli's CnC_Generals_Zero_Hour Fork
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This is documentation of Richard Boegil's Zero Hour Fork
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castres.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/castres.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 11/14/00 2:59p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef CASTRES_H
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#define CASTRES_H
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#include "always.h"
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#include "
vector3.h
"
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#include "bittype.h"
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struct
CastResultStruct
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{
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CastResultStruct
(
void
) {
Reset
(); }
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void
Reset
(
void
) {
StartBad
=
false
;
Fraction
= 1.0f;
Normal
.Set(0,0,0);
SurfaceType
= 0;
ComputeContactPoint
=
false
;
ContactPoint
.Set(0,0,0); }
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bool
StartBad
;
// was the inital configuration interpenetrating something?
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float
Fraction
;
// fraction of the move up until collision
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Vector3
Normal
;
// surface normal at the collision point
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uint32
SurfaceType
;
// surface type of polygon at collision point (see W3D_SURFACE_TYPES in w3d_file.h)
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bool
ComputeContactPoint
;
// This signals the collision code to compute the point of collision
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Vector3
ContactPoint
;
// This will be set to the point of collision if ComputeContactPoint is true
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};
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#endif
uint32
unsigned long uint32
Definition
bittype.h:46
vector3.h
Vector3
Definition
vector3.h:85
CastResultStruct::StartBad
bool StartBad
Definition
castres.h:64
CastResultStruct::ContactPoint
Vector3 ContactPoint
Definition
castres.h:70
CastResultStruct::Fraction
float Fraction
Definition
castres.h:65
CastResultStruct::ComputeContactPoint
bool ComputeContactPoint
Definition
castres.h:69
CastResultStruct::Reset
void Reset(void)
Definition
castres.h:62
CastResultStruct::CastResultStruct
CastResultStruct(void)
Definition
castres.h:61
CastResultStruct::SurfaceType
uint32 SurfaceType
Definition
castres.h:67
CastResultStruct::Normal
Vector3 Normal
Definition
castres.h:66
Code
Libraries
Source
WWVegas
WWMath
castres.h
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