mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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401 lines
12 KiB
C++
401 lines
12 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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#ifndef __WINDING_H__
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#define __WINDING_H__
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/*
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===============================================================================
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A winding is an arbitrary convex polygon defined by an array of points.
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===============================================================================
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*/
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class idWinding {
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public:
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idWinding( void );
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explicit idWinding( const int n ); // allocate for n points
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explicit idWinding( const idVec3 *verts, const int n ); // winding from points
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explicit idWinding( const idVec3 &normal, const float dist ); // base winding for plane
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explicit idWinding( const idPlane &plane ); // base winding for plane
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explicit idWinding( const idWinding &winding );
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virtual ~idWinding( void );
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idWinding & operator=( const idWinding &winding );
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const idVec5 & operator[]( const int index ) const;
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idVec5 & operator[]( const int index );
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// add a point to the end of the winding point array
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idWinding & operator+=( const idVec3 &v );
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idWinding & operator+=( const idVec5 &v );
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void AddPoint( const idVec3 &v );
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void AddPoint( const idVec5 &v );
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// number of points on winding
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int GetNumPoints( void ) const;
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void SetNumPoints( int n );
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virtual void Clear( void );
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// huge winding for plane, the points go counter clockwise when facing the front of the plane
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void BaseForPlane( const idVec3 &normal, const float dist );
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void BaseForPlane( const idPlane &plane );
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// splits the winding into a front and back winding, the winding itself stays unchanged
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// returns a SIDE_?
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int Split( const idPlane &plane, const float epsilon, idWinding **front, idWinding **back ) const;
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// returns the winding fragment at the front of the clipping plane,
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// if there is nothing at the front the winding itself is destroyed and NULL is returned
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idWinding * Clip( const idPlane &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
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// cuts off the part at the back side of the plane, returns true if some part was at the front
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// if there is nothing at the front the number of points is set to zero
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bool ClipInPlace( const idPlane &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
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// returns a copy of the winding
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idWinding * Copy( void ) const;
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idWinding * Reverse( void ) const;
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void ReverseSelf( void );
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void RemoveEqualPoints( const float epsilon = ON_EPSILON );
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void RemoveColinearPoints( const idVec3 &normal, const float epsilon = ON_EPSILON );
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void RemovePoint( int point );
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void InsertPoint( const idVec3 &point, int spot );
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bool InsertPointIfOnEdge( const idVec3 &point, const idPlane &plane, const float epsilon = ON_EPSILON );
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// add a winding to the convex hull
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void AddToConvexHull( const idWinding *winding, const idVec3 &normal, const float epsilon = ON_EPSILON );
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// add a point to the convex hull
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void AddToConvexHull( const idVec3 &point, const idVec3 &normal, const float epsilon = ON_EPSILON );
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// tries to merge 'this' with the given winding, returns NULL if merge fails, both 'this' and 'w' stay intact
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// 'keep' tells if the contacting points should stay even if they create colinear edges
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idWinding * TryMerge( const idWinding &w, const idVec3 &normal, int keep = false ) const;
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// check whether the winding is valid or not
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bool Check( bool print = true ) const;
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float GetArea( void ) const;
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idVec3 GetCenter( void ) const;
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float GetRadius( const idVec3 ¢er ) const;
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void GetPlane( idVec3 &normal, float &dist ) const;
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void GetPlane( idPlane &plane ) const;
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void GetBounds( idBounds &bounds ) const;
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bool IsTiny( void ) const;
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bool IsHuge( void ) const; // base winding for a plane is typically huge
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void Print( void ) const;
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float PlaneDistance( const idPlane &plane ) const;
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int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
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bool PlanesConcave( const idWinding &w2, const idVec3 &normal1, const idVec3 &normal2, float dist1, float dist2 ) const;
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bool PointInside( const idVec3 &normal, const idVec3 &point, const float epsilon ) const;
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// returns true if the line or ray intersects the winding
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bool LineIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &end, bool backFaceCull = false ) const;
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// intersection point is start + dir * scale
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bool RayIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &dir, float &scale, bool backFaceCull = false ) const;
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static float TriangleArea( const idVec3 &a, const idVec3 &b, const idVec3 &c );
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protected:
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int numPoints; // number of points
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idVec5 * p; // pointer to point data
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int allocedSize;
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bool EnsureAlloced( int n, bool keep = false );
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virtual bool ReAllocate( int n, bool keep = false );
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};
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ID_INLINE idWinding::idWinding( void ) {
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numPoints = allocedSize = 0;
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p = NULL;
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}
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ID_INLINE idWinding::idWinding( int n ) {
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numPoints = allocedSize = 0;
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p = NULL;
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EnsureAlloced( n );
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}
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ID_INLINE idWinding::idWinding( const idVec3 *verts, const int n ) {
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int i;
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numPoints = allocedSize = 0;
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p = NULL;
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if ( !EnsureAlloced( n ) ) {
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numPoints = 0;
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return;
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}
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for ( i = 0; i < n; i++ ) {
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p[i].ToVec3() = verts[i];
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p[i].s = p[i].t = 0.0f;
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}
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numPoints = n;
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}
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ID_INLINE idWinding::idWinding( const idVec3 &normal, const float dist ) {
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numPoints = allocedSize = 0;
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p = NULL;
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BaseForPlane( normal, dist );
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}
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ID_INLINE idWinding::idWinding( const idPlane &plane ) {
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numPoints = allocedSize = 0;
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p = NULL;
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BaseForPlane( plane );
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}
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ID_INLINE idWinding::idWinding( const idWinding &winding ) {
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int i;
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if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
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numPoints = 0;
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return;
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}
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for ( i = 0; i < winding.GetNumPoints(); i++ ) {
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p[i] = winding[i];
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}
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numPoints = winding.GetNumPoints();
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}
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ID_INLINE idWinding::~idWinding( void ) {
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delete[] p;
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p = NULL;
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}
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ID_INLINE idWinding &idWinding::operator=( const idWinding &winding ) {
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int i;
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if ( !EnsureAlloced( winding.numPoints ) ) {
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numPoints = 0;
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return *this;
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}
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for ( i = 0; i < winding.numPoints; i++ ) {
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p[i] = winding.p[i];
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}
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numPoints = winding.numPoints;
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return *this;
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}
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ID_INLINE const idVec5 &idWinding::operator[]( const int index ) const {
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//assert( index >= 0 && index < numPoints );
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return p[ index ];
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}
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ID_INLINE idVec5 &idWinding::operator[]( const int index ) {
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//assert( index >= 0 && index < numPoints );
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return p[ index ];
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}
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ID_INLINE idWinding &idWinding::operator+=( const idVec3 &v ) {
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AddPoint( v );
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return *this;
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}
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ID_INLINE idWinding &idWinding::operator+=( const idVec5 &v ) {
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AddPoint( v );
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return *this;
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}
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ID_INLINE void idWinding::AddPoint( const idVec3 &v ) {
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if ( !EnsureAlloced(numPoints+1, true) ) {
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return;
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}
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p[numPoints] = v;
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numPoints++;
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}
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ID_INLINE void idWinding::AddPoint( const idVec5 &v ) {
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if ( !EnsureAlloced(numPoints+1, true) ) {
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return;
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}
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p[numPoints] = v;
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numPoints++;
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}
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ID_INLINE int idWinding::GetNumPoints( void ) const {
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return numPoints;
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}
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ID_INLINE void idWinding::SetNumPoints( int n ) {
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if ( !EnsureAlloced( n, true ) ) {
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return;
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}
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numPoints = n;
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}
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ID_INLINE void idWinding::Clear( void ) {
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numPoints = 0;
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delete[] p;
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p = NULL;
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}
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ID_INLINE void idWinding::BaseForPlane( const idPlane &plane ) {
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BaseForPlane( plane.Normal(), plane.Dist() );
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}
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ID_INLINE bool idWinding::EnsureAlloced( int n, bool keep ) {
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if ( n > allocedSize ) {
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return ReAllocate( n, keep );
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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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idFixedWinding is a fixed buffer size winding not using
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memory allocations.
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When an operation would overflow the fixed buffer a warning
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is printed and the operation is safely cancelled.
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===============================================================================
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*/
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#define MAX_POINTS_ON_WINDING 64
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class idFixedWinding : public idWinding {
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public:
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idFixedWinding( void );
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explicit idFixedWinding( const int n );
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explicit idFixedWinding( const idVec3 *verts, const int n );
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explicit idFixedWinding( const idVec3 &normal, const float dist );
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explicit idFixedWinding( const idPlane &plane );
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explicit idFixedWinding( const idWinding &winding );
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explicit idFixedWinding( const idFixedWinding &winding );
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virtual ~idFixedWinding( void );
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idFixedWinding &operator=( const idWinding &winding );
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virtual void Clear( void );
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// splits the winding in a back and front part, 'this' becomes the front part
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// returns a SIDE_?
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int Split( idFixedWinding *back, const idPlane &plane, const float epsilon = ON_EPSILON );
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protected:
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idVec5 data[MAX_POINTS_ON_WINDING]; // point data
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virtual bool ReAllocate( int n, bool keep = false );
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};
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ID_INLINE idFixedWinding::idFixedWinding( void ) {
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numPoints = 0;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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}
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ID_INLINE idFixedWinding::idFixedWinding( int n ) {
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numPoints = 0;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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}
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ID_INLINE idFixedWinding::idFixedWinding( const idVec3 *verts, const int n ) {
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int i;
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numPoints = 0;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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if ( !EnsureAlloced( n ) ) {
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numPoints = 0;
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return;
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}
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for ( i = 0; i < n; i++ ) {
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p[i].ToVec3() = verts[i];
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p[i].s = p[i].t = 0;
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}
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numPoints = n;
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}
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ID_INLINE idFixedWinding::idFixedWinding( const idVec3 &normal, const float dist ) {
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numPoints = 0;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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BaseForPlane( normal, dist );
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}
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ID_INLINE idFixedWinding::idFixedWinding( const idPlane &plane ) {
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numPoints = 0;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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BaseForPlane( plane );
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}
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ID_INLINE idFixedWinding::idFixedWinding( const idWinding &winding ) {
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int i;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
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numPoints = 0;
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return;
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}
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for ( i = 0; i < winding.GetNumPoints(); i++ ) {
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p[i] = winding[i];
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}
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numPoints = winding.GetNumPoints();
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}
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ID_INLINE idFixedWinding::idFixedWinding( const idFixedWinding &winding ) {
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int i;
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p = data;
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allocedSize = MAX_POINTS_ON_WINDING;
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if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
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numPoints = 0;
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return;
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}
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for ( i = 0; i < winding.GetNumPoints(); i++ ) {
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p[i] = winding[i];
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}
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numPoints = winding.GetNumPoints();
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}
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ID_INLINE idFixedWinding::~idFixedWinding( void ) {
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p = NULL; // otherwise it tries to free the fixed buffer
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}
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ID_INLINE idFixedWinding &idFixedWinding::operator=( const idWinding &winding ) {
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int i;
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if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
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numPoints = 0;
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return *this;
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}
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for ( i = 0; i < winding.GetNumPoints(); i++ ) {
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p[i] = winding[i];
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}
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numPoints = winding.GetNumPoints();
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return *this;
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}
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ID_INLINE void idFixedWinding::Clear( void ) {
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numPoints = 0;
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}
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#endif /* !__WINDING_H__ */
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