2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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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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idPlane plane_origin( 0.0f, 0.0f, 0.0f, 0.0f );
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/*
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================
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idPlane::Type
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================
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*/
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int idPlane::Type( void ) const {
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if ( Normal()[0] == 0.0f ) {
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if ( Normal()[1] == 0.0f ) {
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return Normal()[2] > 0.0f ? PLANETYPE_Z : PLANETYPE_NEGZ;
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}
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else if ( Normal()[2] == 0.0f ) {
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return Normal()[1] > 0.0f ? PLANETYPE_Y : PLANETYPE_NEGY;
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}
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else {
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return PLANETYPE_ZEROX;
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}
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}
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else if ( Normal()[1] == 0.0f ) {
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if ( Normal()[2] == 0.0f ) {
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return Normal()[0] > 0.0f ? PLANETYPE_X : PLANETYPE_NEGX;
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}
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else {
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return PLANETYPE_ZEROY;
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}
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}
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else if ( Normal()[2] == 0.0f ) {
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return PLANETYPE_ZEROZ;
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}
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else {
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return PLANETYPE_NONAXIAL;
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}
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}
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/*
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================
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idPlane::HeightFit
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================
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*/
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bool idPlane::HeightFit( const idVec3 *points, const int numPoints ) {
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int i;
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float sumXX = 0.0f, sumXY = 0.0f, sumXZ = 0.0f;
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float sumYY = 0.0f, sumYZ = 0.0f;
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idVec3 sum, average, dir;
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if ( numPoints == 1 ) {
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a = 0.0f;
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b = 0.0f;
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c = 1.0f;
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d = -points[0].z;
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return true;
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}
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if ( numPoints == 2 ) {
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dir = points[1] - points[0];
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Normal() = dir.Cross( idVec3( 0, 0, 1 ) ).Cross( dir );
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Normalize();
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d = -( Normal() * points[0] );
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return true;
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}
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sum.Zero();
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for ( i = 0; i < numPoints; i++) {
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sum += points[i];
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}
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average = sum / numPoints;
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for ( i = 0; i < numPoints; i++ ) {
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dir = points[i] - average;
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sumXX += dir.x * dir.x;
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sumXY += dir.x * dir.y;
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sumXZ += dir.x * dir.z;
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sumYY += dir.y * dir.y;
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sumYZ += dir.y * dir.z;
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}
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idMat2 m( sumXX, sumXY, sumXY, sumYY );
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if ( !m.InverseSelf() ) {
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return false;
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}
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a = - sumXZ * m[0][0] - sumYZ * m[0][1];
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b = - sumXZ * m[1][0] - sumYZ * m[1][1];
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c = 1.0f;
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Normalize();
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d = -( a * average.x + b * average.y + c * average.z );
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return true;
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}
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/*
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================
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idPlane::PlaneIntersection
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================
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*/
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bool idPlane::PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const {
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double n00, n01, n11, det, invDet, f0, f1;
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n00 = Normal().LengthSqr();
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n01 = Normal() * plane.Normal();
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n11 = plane.Normal().LengthSqr();
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det = n00 * n11 - n01 * n01;
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if ( idMath::Fabs(det) < 1e-6f ) {
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return false;
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}
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invDet = 1.0f / det;
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f0 = ( n01 * plane.d - n11 * d ) * invDet;
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f1 = ( n01 * d - n00 * plane.d ) * invDet;
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dir = Normal().Cross( plane.Normal() );
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start = f0 * Normal() + f1 * plane.Normal();
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return true;
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}
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/*
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=============
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idPlane::ToString
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=============
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*/
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const char *idPlane::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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