diff --git a/idlib/bv/Frustum.cpp b/idlib/bv/Frustum.cpp index 2dcfbc9..5a76bab 100644 --- a/idlib/bv/Frustum.cpp +++ b/idlib/bv/Frustum.cpp @@ -2044,8 +2044,6 @@ bool idFrustum::ProjectionBounds( const idBounds &bounds, idBounds &projectionBo return ProjectionBounds( idBox( bounds, vec3_origin, mat3_identity ), projectionBounds ); } -#ifndef __GNUC__ - /* ============ idFrustum::ProjectionBounds @@ -2159,8 +2157,6 @@ bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) return true; } -#endif - /* ============ idFrustum::ProjectionBounds diff --git a/idlib/bv/Frustum_gcc.cpp b/idlib/bv/Frustum_gcc.cpp deleted file mode 100644 index be4ec32..0000000 --- a/idlib/bv/Frustum_gcc.cpp +++ /dev/null @@ -1,143 +0,0 @@ -/* -=========================================================================== - -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 . - -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. - -=========================================================================== -*/ -#include "../precompiled.h" - -void BoxToPoints( const idVec3 ¢er, const idVec3 &extents, const idMat3 &axis, idVec3 points[8] ); - -/* -============ -idFrustum::ProjectionBounds -============ -*/ -bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const { - int i, p1, p2, pointCull[8], culled, outside; - float scale1, scale2; - idFrustum localFrustum; - idVec3 points[8], localOrigin; - idMat3 localAxis, localScaled; - idBounds bounds( -box.GetExtents(), box.GetExtents() ); - - // if the frustum origin is inside the bounds - if ( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) ) { - // bounds that cover the whole frustum - float boxMin, boxMax, base; - - base = origin * axis[0]; - box.AxisProjection( axis[0], boxMin, boxMax ); - - projectionBounds[0].x = boxMin - base; - projectionBounds[1].x = boxMax - base; - projectionBounds[0].y = projectionBounds[0].z = -1.0f; - projectionBounds[1].y = projectionBounds[1].z = 1.0f; - - return true; - } - - projectionBounds.Clear(); - - // transform the bounds into the space of this frustum - localOrigin = ( box.GetCenter() - origin ) * axis.Transpose(); - localAxis = box.GetAxis() * axis.Transpose(); - BoxToPoints( localOrigin, box.GetExtents(), localAxis, points ); - - // test outer four edges of the bounds - culled = -1; - outside = 0; - for ( i = 0; i < 4; i++ ) { - p1 = i; - p2 = 4 + i; - AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); - culled &= pointCull[p1] & pointCull[p2]; - outside |= pointCull[p1] | pointCull[p2]; - } - - // if the bounds are completely outside this frustum - if ( culled ) { - return false; - } - - // if the bounds are completely inside this frustum - if ( !outside ) { - return true; - } - - // test the remaining edges of the bounds - for ( i = 0; i < 4; i++ ) { - p1 = i; - p2 = (i+1)&3; - AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); - } - - for ( i = 0; i < 4; i++ ) { - p1 = 4 + i; - p2 = 4 + ((i+1)&3); - AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); - } - - // if the bounds extend beyond two or more boundaries of this frustum - if ( outside != 1 && outside != 2 && outside != 4 && outside != 8 ) { - - localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose(); - localScaled = axis * box.GetAxis().Transpose(); - localScaled[0] *= dFar; - localScaled[1] *= dLeft; - localScaled[2] *= dUp; - - // test the outer edges of this frustum for intersection with the bounds - if ( (outside & 2) && (outside & 8) ) { - BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 ); - if ( scale1 <= scale2 && scale1 >= 0.0f ) { - projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) ); - projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) ); - } - } - if ( (outside & 2) && (outside & 4) ) { - BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 ); - if ( scale1 <= scale2 && scale1 >= 0.0f ) { - projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, 1.0f ) ); - projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, 1.0f ) ); - } - } - if ( (outside & 1) && (outside & 8) ) { - BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] - localScaled[2], scale1, scale2 ); - if ( scale1 <= scale2 && scale1 >= 0.0f ) { - projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, -1.0f ) ); - projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, -1.0f ) ); - } - } - if ( (outside & 1) && (outside & 2) ) { - BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] + localScaled[2], scale1, scale2 ); - if ( scale1 <= scale2 && scale1 >= 0.0f ) { - projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, 1.0f ) ); - projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, 1.0f ) ); - } - } - } - - return true; -}