mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
424 lines
10 KiB
C++
424 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code 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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Doom 3 Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../precompiled.h"
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#pragma hdrstop
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idBounds bounds_zero( vec3_zero, vec3_zero );
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/*
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============
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idBounds::GetRadius
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============
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*/
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float idBounds::GetRadius( void ) const {
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int i;
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float total, b0, b1;
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total = 0.0f;
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for ( i = 0; i < 3; i++ ) {
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b0 = (float)idMath::Fabs( b[0][i] );
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b1 = (float)idMath::Fabs( b[1][i] );
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if ( b0 > b1 ) {
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total += b0 * b0;
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} else {
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total += b1 * b1;
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}
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}
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return idMath::Sqrt( total );
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}
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/*
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============
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idBounds::GetRadius
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============
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*/
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float idBounds::GetRadius( const idVec3 ¢er ) const {
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int i;
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float total, b0, b1;
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total = 0.0f;
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for ( i = 0; i < 3; i++ ) {
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b0 = (float)idMath::Fabs( center[i] - b[0][i] );
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b1 = (float)idMath::Fabs( b[1][i] - center[i] );
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if ( b0 > b1 ) {
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total += b0 * b0;
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} else {
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total += b1 * b1;
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}
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}
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return idMath::Sqrt( total );
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}
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/*
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================
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idBounds::PlaneDistance
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================
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*/
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float idBounds::PlaneDistance( const idPlane &plane ) const {
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idVec3 center;
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float d1, d2;
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center = ( b[0] + b[1] ) * 0.5f;
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d1 = plane.Distance( center );
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d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
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idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
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idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );
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if ( d1 - d2 > 0.0f ) {
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return d1 - d2;
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}
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if ( d1 + d2 < 0.0f ) {
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return d1 + d2;
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}
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return 0.0f;
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}
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/*
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================
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idBounds::PlaneSide
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================
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*/
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int idBounds::PlaneSide( const idPlane &plane, const float epsilon ) const {
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idVec3 center;
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float d1, d2;
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center = ( b[0] + b[1] ) * 0.5f;
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d1 = plane.Distance( center );
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d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
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idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
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idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );
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if ( d1 - d2 > epsilon ) {
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return PLANESIDE_FRONT;
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}
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if ( d1 + d2 < -epsilon ) {
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return PLANESIDE_BACK;
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}
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return PLANESIDE_CROSS;
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}
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/*
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============
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idBounds::LineIntersection
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Returns true if the line intersects the bounds between the start and end point.
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============
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*/
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bool idBounds::LineIntersection( const idVec3 &start, const idVec3 &end ) const {
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float ld[3];
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idVec3 center = ( b[0] + b[1] ) * 0.5f;
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idVec3 extents = b[1] - center;
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idVec3 lineDir = 0.5f * ( end - start );
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idVec3 lineCenter = start + lineDir;
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idVec3 dir = lineCenter - center;
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ld[0] = idMath::Fabs( lineDir[0] );
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if ( idMath::Fabs( dir[0] ) > extents[0] + ld[0] ) {
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return false;
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}
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ld[1] = idMath::Fabs( lineDir[1] );
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if ( idMath::Fabs( dir[1] ) > extents[1] + ld[1] ) {
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return false;
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}
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ld[2] = idMath::Fabs( lineDir[2] );
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if ( idMath::Fabs( dir[2] ) > extents[2] + ld[2] ) {
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return false;
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}
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idVec3 cross = lineDir.Cross( dir );
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if ( idMath::Fabs( cross[0] ) > extents[1] * ld[2] + extents[2] * ld[1] ) {
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return false;
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}
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if ( idMath::Fabs( cross[1] ) > extents[0] * ld[2] + extents[2] * ld[0] ) {
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return false;
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}
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if ( idMath::Fabs( cross[2] ) > extents[0] * ld[1] + extents[1] * ld[0] ) {
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return false;
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}
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return true;
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}
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/*
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============
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idBounds::RayIntersection
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Returns true if the ray intersects the bounds.
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The ray can intersect the bounds in both directions from the start point.
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If start is inside the bounds it is considered an intersection with scale = 0
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============
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*/
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bool idBounds::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale ) const {
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int i, ax0, ax1, ax2, side, inside;
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float f;
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idVec3 hit;
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ax0 = -1;
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inside = 0;
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for ( i = 0; i < 3; i++ ) {
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if ( start[i] < b[0][i] ) {
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side = 0;
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}
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else if ( start[i] > b[1][i] ) {
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side = 1;
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}
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else {
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inside++;
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continue;
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}
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if ( dir[i] == 0.0f ) {
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continue;
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}
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f = ( start[i] - b[side][i] );
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if ( ax0 < 0 || idMath::Fabs( f ) > idMath::Fabs( scale * dir[i] ) ) {
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scale = - ( f / dir[i] );
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ax0 = i;
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}
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}
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if ( ax0 < 0 ) {
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scale = 0.0f;
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// return true if the start point is inside the bounds
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return ( inside == 3 );
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}
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ax1 = (ax0+1)%3;
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ax2 = (ax0+2)%3;
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hit[ax1] = start[ax1] + scale * dir[ax1];
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hit[ax2] = start[ax2] + scale * dir[ax2];
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return ( hit[ax1] >= b[0][ax1] && hit[ax1] <= b[1][ax1] &&
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hit[ax2] >= b[0][ax2] && hit[ax2] <= b[1][ax2] );
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}
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/*
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============
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idBounds::FromTransformedBounds
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============
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*/
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void idBounds::FromTransformedBounds( const idBounds &bounds, const idVec3 &origin, const idMat3 &axis ) {
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int i;
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idVec3 center, extents, rotatedExtents;
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center = (bounds[0] + bounds[1]) * 0.5f;
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extents = bounds[1] - center;
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for ( i = 0; i < 3; i++ ) {
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rotatedExtents[i] = idMath::Fabs( extents[0] * axis[0][i] ) +
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idMath::Fabs( extents[1] * axis[1][i] ) +
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idMath::Fabs( extents[2] * axis[2][i] );
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}
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center = origin + center * axis;
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b[0] = center - rotatedExtents;
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b[1] = center + rotatedExtents;
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}
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/*
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============
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idBounds::FromPoints
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Most tight bounds for a point set.
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============
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*/
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void idBounds::FromPoints( const idVec3 *points, const int numPoints ) {
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SIMDProcessor->MinMax( b[0], b[1], points, numPoints );
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}
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/*
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============
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idBounds::FromPointTranslation
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Most tight bounds for the translational movement of the given point.
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============
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*/
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void idBounds::FromPointTranslation( const idVec3 &point, const idVec3 &translation ) {
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int i;
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for ( i = 0; i < 3; i++ ) {
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if ( translation[i] < 0.0f ) {
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b[0][i] = point[i] + translation[i];
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b[1][i] = point[i];
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}
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else {
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b[0][i] = point[i];
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b[1][i] = point[i] + translation[i];
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}
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}
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}
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/*
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============
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idBounds::FromBoundsTranslation
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Most tight bounds for the translational movement of the given bounds.
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============
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*/
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void idBounds::FromBoundsTranslation( const idBounds &bounds, const idVec3 &origin, const idMat3 &axis, const idVec3 &translation ) {
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int i;
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if ( axis.IsRotated() ) {
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FromTransformedBounds( bounds, origin, axis );
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}
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else {
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b[0] = bounds[0] + origin;
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b[1] = bounds[1] + origin;
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}
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for ( i = 0; i < 3; i++ ) {
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if ( translation[i] < 0.0f ) {
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b[0][i] += translation[i];
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}
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else {
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b[1][i] += translation[i];
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}
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}
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}
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/*
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================
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BoundsForPointRotation
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only for rotations < 180 degrees
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================
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*/
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idBounds BoundsForPointRotation( const idVec3 &start, const idRotation &rotation ) {
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int i;
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float radiusSqr;
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idVec3 v1, v2;
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idVec3 origin, axis, end;
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idBounds bounds;
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end = start * rotation;
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axis = rotation.GetVec();
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origin = rotation.GetOrigin() + axis * ( axis * ( start - rotation.GetOrigin() ) );
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radiusSqr = ( start - origin ).LengthSqr();
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v1 = ( start - origin ).Cross( axis );
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v2 = ( end - origin ).Cross( axis );
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for ( i = 0; i < 3; i++ ) {
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// if the derivative changes sign along this axis during the rotation from start to end
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if ( ( v1[i] > 0.0f && v2[i] < 0.0f ) || ( v1[i] < 0.0f && v2[i] > 0.0f ) ) {
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if ( ( 0.5f * (start[i] + end[i]) - origin[i] ) > 0.0f ) {
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bounds[0][i] = Min( start[i], end[i] );
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bounds[1][i] = origin[i] + idMath::Sqrt( radiusSqr * ( 1.0f - axis[i] * axis[i] ) );
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}
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else {
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bounds[0][i] = origin[i] - idMath::Sqrt( radiusSqr * ( 1.0f - axis[i] * axis[i] ) );
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bounds[1][i] = Max( start[i], end[i] );
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}
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}
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else if ( start[i] > end[i] ) {
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bounds[0][i] = end[i];
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bounds[1][i] = start[i];
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}
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else {
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bounds[0][i] = start[i];
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bounds[1][i] = end[i];
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}
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}
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return bounds;
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}
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/*
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============
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idBounds::FromPointRotation
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Most tight bounds for the rotational movement of the given point.
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============
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*/
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void idBounds::FromPointRotation( const idVec3 &point, const idRotation &rotation ) {
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float radius;
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if ( idMath::Fabs( rotation.GetAngle() ) < 180.0f ) {
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(*this) = BoundsForPointRotation( point, rotation );
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}
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else {
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radius = ( point - rotation.GetOrigin() ).Length();
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// FIXME: these bounds are usually way larger
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b[0].Set( -radius, -radius, -radius );
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b[1].Set( radius, radius, radius );
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}
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}
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/*
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============
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idBounds::FromBoundsRotation
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Most tight bounds for the rotational movement of the given bounds.
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============
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*/
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void idBounds::FromBoundsRotation( const idBounds &bounds, const idVec3 &origin, const idMat3 &axis, const idRotation &rotation ) {
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int i;
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float radius;
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idVec3 point;
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idBounds rBounds;
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if ( idMath::Fabs( rotation.GetAngle() ) < 180.0f ) {
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(*this) = BoundsForPointRotation( bounds[0] * axis + origin, rotation );
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for ( i = 1; i < 8; i++ ) {
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point[0] = bounds[(i^(i>>1))&1][0];
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point[1] = bounds[(i>>1)&1][1];
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point[2] = bounds[(i>>2)&1][2];
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(*this) += BoundsForPointRotation( point * axis + origin, rotation );
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}
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}
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else {
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point = (bounds[1] - bounds[0]) * 0.5f;
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radius = (bounds[1] - point).Length() + (point - rotation.GetOrigin()).Length();
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// FIXME: these bounds are usually way larger
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b[0].Set( -radius, -radius, -radius );
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b[1].Set( radius, radius, radius );
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}
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}
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/*
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============
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idBounds::ToPoints
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============
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*/
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void idBounds::ToPoints( idVec3 points[8] ) const {
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for ( int i = 0; i < 8; i++ ) {
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points[i][0] = b[(i^(i>>1))&1][0];
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points[i][1] = b[(i>>1)&1][1];
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points[i][2] = b[(i>>2)&1][2];
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}
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}
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