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Get rid of frustum code specialized for gcc
The functions are exactly the same ;) Maybe splitted into two files because of an ICE on some ancient gcc?
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2 changed files with 0 additions and 147 deletions
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@ -2044,8 +2044,6 @@ bool idFrustum::ProjectionBounds( const idBounds &bounds, idBounds &projectionBo
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return ProjectionBounds( idBox( bounds, vec3_origin, mat3_identity ), projectionBounds );
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}
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#ifndef __GNUC__
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/*
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============
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idFrustum::ProjectionBounds
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@ -2159,8 +2157,6 @@ bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds )
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return true;
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}
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#endif
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/*
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============
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idFrustum::ProjectionBounds
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@ -1,143 +0,0 @@
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/*
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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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void BoxToPoints( const idVec3 ¢er, const idVec3 &extents, const idMat3 &axis, idVec3 points[8] );
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/*
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============
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idFrustum::ProjectionBounds
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============
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*/
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bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const {
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int i, p1, p2, pointCull[8], culled, outside;
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float scale1, scale2;
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idFrustum localFrustum;
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idVec3 points[8], localOrigin;
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idMat3 localAxis, localScaled;
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idBounds bounds( -box.GetExtents(), box.GetExtents() );
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// if the frustum origin is inside the bounds
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if ( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) ) {
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// bounds that cover the whole frustum
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float boxMin, boxMax, base;
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base = origin * axis[0];
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box.AxisProjection( axis[0], boxMin, boxMax );
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projectionBounds[0].x = boxMin - base;
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projectionBounds[1].x = boxMax - base;
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projectionBounds[0].y = projectionBounds[0].z = -1.0f;
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projectionBounds[1].y = projectionBounds[1].z = 1.0f;
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return true;
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}
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projectionBounds.Clear();
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// transform the bounds into the space of this frustum
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localOrigin = ( box.GetCenter() - origin ) * axis.Transpose();
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localAxis = box.GetAxis() * axis.Transpose();
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BoxToPoints( localOrigin, box.GetExtents(), localAxis, points );
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// test outer four edges of the bounds
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culled = -1;
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outside = 0;
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for ( i = 0; i < 4; i++ ) {
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p1 = i;
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p2 = 4 + i;
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AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
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culled &= pointCull[p1] & pointCull[p2];
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outside |= pointCull[p1] | pointCull[p2];
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}
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// if the bounds are completely outside this frustum
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if ( culled ) {
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return false;
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}
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// if the bounds are completely inside this frustum
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if ( !outside ) {
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return true;
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}
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// test the remaining edges of the bounds
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for ( i = 0; i < 4; i++ ) {
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p1 = i;
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p2 = (i+1)&3;
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AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
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}
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for ( i = 0; i < 4; i++ ) {
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p1 = 4 + i;
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p2 = 4 + ((i+1)&3);
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AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
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}
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// if the bounds extend beyond two or more boundaries of this frustum
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if ( outside != 1 && outside != 2 && outside != 4 && outside != 8 ) {
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localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose();
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localScaled = axis * box.GetAxis().Transpose();
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localScaled[0] *= dFar;
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localScaled[1] *= dLeft;
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localScaled[2] *= dUp;
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// test the outer edges of this frustum for intersection with the bounds
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if ( (outside & 2) && (outside & 8) ) {
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BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 );
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if ( scale1 <= scale2 && scale1 >= 0.0f ) {
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projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) );
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projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) );
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}
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}
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if ( (outside & 2) && (outside & 4) ) {
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BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 );
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if ( scale1 <= scale2 && scale1 >= 0.0f ) {
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projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, 1.0f ) );
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projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, 1.0f ) );
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}
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}
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if ( (outside & 1) && (outside & 8) ) {
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BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] - localScaled[2], scale1, scale2 );
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if ( scale1 <= scale2 && scale1 >= 0.0f ) {
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projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, -1.0f ) );
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projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, -1.0f ) );
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}
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}
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if ( (outside & 1) && (outside & 2) ) {
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BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] + localScaled[2], scale1, scale2 );
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if ( scale1 <= scale2 && scale1 >= 0.0f ) {
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projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, 1.0f ) );
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projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, 1.0f ) );
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}
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}
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}
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return true;
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}
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