mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
276 lines
9 KiB
C
276 lines
9 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code 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.
|
||
|
|
||
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __BV_SPHERE_H__
|
||
|
#define __BV_SPHERE_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Sphere
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idSphere {
|
||
|
public:
|
||
|
idSphere( void );
|
||
|
explicit idSphere( const idVec3 &point );
|
||
|
explicit idSphere( const idVec3 &point, const float r );
|
||
|
|
||
|
float operator[]( const int index ) const;
|
||
|
float & operator[]( const int index );
|
||
|
idSphere operator+( const idVec3 &t ) const; // returns tranlated sphere
|
||
|
idSphere & operator+=( const idVec3 &t ); // translate the sphere
|
||
|
idSphere operator+( const idSphere &s ) const;
|
||
|
idSphere & operator+=( const idSphere &s );
|
||
|
|
||
|
bool Compare( const idSphere &a ) const; // exact compare, no epsilon
|
||
|
bool Compare( const idSphere &a, const float epsilon ) const; // compare with epsilon
|
||
|
bool operator==( const idSphere &a ) const; // exact compare, no epsilon
|
||
|
bool operator!=( const idSphere &a ) const; // exact compare, no epsilon
|
||
|
|
||
|
void Clear( void ); // inside out sphere
|
||
|
void Zero( void ); // single point at origin
|
||
|
void SetOrigin( const idVec3 &o ); // set origin of sphere
|
||
|
void SetRadius( const float r ); // set square radius
|
||
|
|
||
|
const idVec3 & GetOrigin( void ) const; // returns origin of sphere
|
||
|
float GetRadius( void ) const; // returns sphere radius
|
||
|
bool IsCleared( void ) const; // returns true if sphere is inside out
|
||
|
|
||
|
bool AddPoint( const idVec3 &p ); // add the point, returns true if the sphere expanded
|
||
|
bool AddSphere( const idSphere &s ); // add the sphere, returns true if the sphere expanded
|
||
|
idSphere Expand( const float d ) const; // return bounds expanded in all directions with the given value
|
||
|
idSphere & ExpandSelf( const float d ); // expand bounds in all directions with the given value
|
||
|
idSphere Translate( const idVec3 &translation ) const;
|
||
|
idSphere & TranslateSelf( const idVec3 &translation );
|
||
|
|
||
|
float PlaneDistance( const idPlane &plane ) const;
|
||
|
int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
|
||
|
|
||
|
bool ContainsPoint( const idVec3 &p ) const; // includes touching
|
||
|
bool IntersectsSphere( const idSphere &s ) const; // includes touching
|
||
|
bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
|
||
|
// intersection points are (start + dir * scale1) and (start + dir * scale2)
|
||
|
bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
|
||
|
|
||
|
// Tight sphere for a point set.
|
||
|
void FromPoints( const idVec3 *points, const int numPoints );
|
||
|
// Most tight sphere for a translation.
|
||
|
void FromPointTranslation( const idVec3 &point, const idVec3 &translation );
|
||
|
void FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation );
|
||
|
// Most tight sphere for a rotation.
|
||
|
void FromPointRotation( const idVec3 &point, const idRotation &rotation );
|
||
|
void FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation );
|
||
|
|
||
|
void AxisProjection( const idVec3 &dir, float &min, float &max ) const;
|
||
|
|
||
|
private:
|
||
|
idVec3 origin;
|
||
|
float radius;
|
||
|
};
|
||
|
|
||
|
extern idSphere sphere_zero;
|
||
|
|
||
|
ID_INLINE idSphere::idSphere( void ) {
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere::idSphere( const idVec3 &point ) {
|
||
|
origin = point;
|
||
|
radius = 0.0f;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere::idSphere( const idVec3 &point, const float r ) {
|
||
|
origin = point;
|
||
|
radius = r;
|
||
|
}
|
||
|
|
||
|
ID_INLINE float idSphere::operator[]( const int index ) const {
|
||
|
return ((float *) &origin)[index];
|
||
|
}
|
||
|
|
||
|
ID_INLINE float &idSphere::operator[]( const int index ) {
|
||
|
return ((float *) &origin)[index];
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere idSphere::operator+( const idVec3 &t ) const {
|
||
|
return idSphere( origin + t, radius );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere &idSphere::operator+=( const idVec3 &t ) {
|
||
|
origin += t;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::Compare( const idSphere &a ) const {
|
||
|
return ( origin.Compare( a.origin ) && radius == a.radius );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::Compare( const idSphere &a, const float epsilon ) const {
|
||
|
return ( origin.Compare( a.origin, epsilon ) && idMath::Fabs( radius - a.radius ) <= epsilon );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::operator==( const idSphere &a ) const {
|
||
|
return Compare( a );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::operator!=( const idSphere &a ) const {
|
||
|
return !Compare( a );
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::Clear( void ) {
|
||
|
origin.Zero();
|
||
|
radius = -1.0f;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::Zero( void ) {
|
||
|
origin.Zero();
|
||
|
radius = 0.0f;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::SetOrigin( const idVec3 &o ) {
|
||
|
origin = o;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::SetRadius( const float r ) {
|
||
|
radius = r;
|
||
|
}
|
||
|
|
||
|
ID_INLINE const idVec3 &idSphere::GetOrigin( void ) const {
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
ID_INLINE float idSphere::GetRadius( void ) const {
|
||
|
return radius;
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::IsCleared( void ) const {
|
||
|
return ( radius < 0.0f );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::AddPoint( const idVec3 &p ) {
|
||
|
if ( radius < 0.0f ) {
|
||
|
origin = p;
|
||
|
radius = 0.0f;
|
||
|
return true;
|
||
|
}
|
||
|
else {
|
||
|
float r = ( p - origin ).LengthSqr();
|
||
|
if ( r > radius * radius ) {
|
||
|
r = idMath::Sqrt( r );
|
||
|
origin += ( p - origin ) * 0.5f * (1.0f - radius / r );
|
||
|
radius += 0.5f * ( r - radius );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::AddSphere( const idSphere &s ) {
|
||
|
if ( radius < 0.0f ) {
|
||
|
origin = s.origin;
|
||
|
radius = s.radius;
|
||
|
return true;
|
||
|
}
|
||
|
else {
|
||
|
float r = ( s.origin - origin ).LengthSqr();
|
||
|
if ( r > ( radius + s.radius ) * ( radius + s.radius ) ) {
|
||
|
r = idMath::Sqrt( r );
|
||
|
origin += ( s.origin - origin ) * 0.5f * (1.0f - radius / ( r + s.radius ) );
|
||
|
radius += 0.5f * ( ( r + s.radius ) - radius );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere idSphere::Expand( const float d ) const {
|
||
|
return idSphere( origin, radius + d );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere &idSphere::ExpandSelf( const float d ) {
|
||
|
radius += d;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere idSphere::Translate( const idVec3 &translation ) const {
|
||
|
return idSphere( origin + translation, radius );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idSphere &idSphere::TranslateSelf( const idVec3 &translation ) {
|
||
|
origin += translation;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::ContainsPoint( const idVec3 &p ) const {
|
||
|
if ( ( p - origin ).LengthSqr() > radius * radius ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idSphere::IntersectsSphere( const idSphere &s ) const {
|
||
|
float r = s.radius + radius;
|
||
|
if ( ( s.origin - origin ).LengthSqr() > r * r ) {
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::FromPointTranslation( const idVec3 &point, const idVec3 &translation ) {
|
||
|
origin = point + 0.5f * translation;
|
||
|
radius = idMath::Sqrt( 0.5f * translation.LengthSqr() );
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation ) {
|
||
|
origin = start + sphere.origin + 0.5f * translation;
|
||
|
radius = idMath::Sqrt( 0.5f * translation.LengthSqr() ) + sphere.radius;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::FromPointRotation( const idVec3 &point, const idRotation &rotation ) {
|
||
|
idVec3 end = rotation * point;
|
||
|
origin = ( point + end ) * 0.5f;
|
||
|
radius = idMath::Sqrt( 0.5f * ( end - point ).LengthSqr() );
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation ) {
|
||
|
idVec3 end = rotation * sphere.origin;
|
||
|
origin = start + ( sphere.origin + end ) * 0.5f;
|
||
|
radius = idMath::Sqrt( 0.5f * ( end - sphere.origin ).LengthSqr() ) + sphere.radius;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idSphere::AxisProjection( const idVec3 &dir, float &min, float &max ) const {
|
||
|
float d;
|
||
|
d = dir * origin;
|
||
|
min = d - radius;
|
||
|
max = d + radius;
|
||
|
}
|
||
|
|
||
|
#endif /* !__BV_SPHERE_H__ */
|