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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
270 lines
11 KiB
C++
270 lines
11 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 __BV_FRUSTUM_H__
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#define __BV_FRUSTUM_H__
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#include "idlib/geometry/Winding.h"
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#include "idlib/math/Vector.h"
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#include "idlib/bv/Bounds.h"
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#include "idlib/bv/Box.h"
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/*
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===============================================================================
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Orthogonal Frustum
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===============================================================================
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*/
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class idFrustum {
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public:
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idFrustum( void );
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void SetOrigin( const idVec3 &origin );
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void SetAxis( const idMat3 &axis );
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void SetSize( float dNear, float dFar, float dLeft, float dUp );
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void SetPyramid( float dNear, float dFar );
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void MoveNearDistance( float dNear );
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void MoveFarDistance( float dFar );
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const idVec3 & GetOrigin( void ) const; // returns frustum origin
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const idMat3 & GetAxis( void ) const; // returns frustum orientation
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idVec3 GetCenter( void ) const; // returns center of frustum
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bool IsValid( void ) const; // returns true if the frustum is valid
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float GetNearDistance( void ) const; // returns distance to near plane
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float GetFarDistance( void ) const; // returns distance to far plane
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float GetLeft( void ) const; // returns left vector length
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float GetUp( void ) const; // returns up vector length
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idFrustum Expand( const float d ) const; // returns frustum expanded in all directions with the given value
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idFrustum & ExpandSelf( const float d ); // expands frustum in all directions with the given value
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idFrustum Translate( const idVec3 &translation ) const; // returns translated frustum
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idFrustum & TranslateSelf( const idVec3 &translation ); // translates frustum
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idFrustum Rotate( const idMat3 &rotation ) const; // returns rotated frustum
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idFrustum & RotateSelf( const idMat3 &rotation ); // rotates frustum
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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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// fast culling but might not cull everything outside the frustum
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bool CullPoint( const idVec3 &point ) const;
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bool CullBounds( const idBounds &bounds ) const;
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bool CullBox( const idBox &box ) const;
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bool CullSphere( const idSphere &sphere ) const;
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bool CullFrustum( const idFrustum &frustum ) const;
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bool CullWinding( const class idWinding &winding ) const;
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// exact intersection tests
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bool ContainsPoint( const idVec3 &point ) const;
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bool IntersectsBounds( const idBounds &bounds ) const;
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bool IntersectsBox( const idBox &box ) const;
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bool IntersectsSphere( const idSphere &sphere ) const;
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bool IntersectsFrustum( const idFrustum &frustum ) const;
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bool IntersectsWinding( const idWinding &winding ) const;
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bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
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bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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// returns true if the projection origin is far enough away from the bounding volume to create a valid frustum
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bool FromProjection( const idBounds &bounds, const idVec3 &projectionOrigin, const float dFar );
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bool FromProjection( const idBox &box, const idVec3 &projectionOrigin, const float dFar );
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bool FromProjection( const idSphere &sphere, const idVec3 &projectionOrigin, const float dFar );
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// moves the far plane so it extends just beyond the bounding volume
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bool ConstrainToBounds( const idBounds &bounds );
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bool ConstrainToBox( const idBox &box );
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bool ConstrainToSphere( const idSphere &sphere );
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bool ConstrainToFrustum( const idFrustum &frustum );
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void ToPlanes( idPlane planes[6] ) const; // planes point outwards
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void ToPoints( idVec3 points[8] ) const; // 8 corners of the frustum
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// calculates the projection of this frustum onto the given axis
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void AxisProjection( const idVec3 &dir, float &min, float &max ) const;
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void AxisProjection( const idMat3 &ax, idBounds &bounds ) const;
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// calculates the bounds for the projection in this frustum
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bool ProjectionBounds( const idBounds &bounds, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idSphere &sphere, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idFrustum &frustum, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idWinding &winding, idBounds &projectionBounds ) const;
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// calculates the bounds for the projection in this frustum of the given frustum clipped to the given box
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bool ClippedProjectionBounds( const idFrustum &frustum, const idBox &clipBox, idBounds &projectionBounds ) const;
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private:
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idVec3 origin; // frustum origin
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idMat3 axis; // frustum orientation
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float dNear; // distance of near plane, dNear >= 0.0f
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float dFar; // distance of far plane, dFar > dNear
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float dLeft; // half the width at the far plane
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float dUp; // half the height at the far plane
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float invFar; // 1.0f / dFar
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private:
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bool CullLocalBox( const idVec3 &localOrigin, const idVec3 &extents, const idMat3 &localAxis ) const;
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bool CullLocalFrustum( const idFrustum &localFrustum, const idVec3 indexPoints[8], const idVec3 cornerVecs[4] ) const;
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bool CullLocalWinding( const idVec3 *points, const int numPoints, int *pointCull ) const;
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bool BoundsCullLocalFrustum( const idBounds &bounds, const idFrustum &localFrustum, const idVec3 indexPoints[8], const idVec3 cornerVecs[4] ) const;
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bool LocalLineIntersection( const idVec3 &start, const idVec3 &end ) const;
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bool LocalRayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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bool LocalFrustumIntersectsFrustum( const idVec3 points[8], const bool testFirstSide ) const;
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bool LocalFrustumIntersectsBounds( const idVec3 points[8], const idBounds &bounds ) const;
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void ToClippedPoints( const float fractions[4], idVec3 points[8] ) const;
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void ToIndexPoints( idVec3 indexPoints[8] ) const;
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void ToIndexPointsAndCornerVecs( idVec3 indexPoints[8], idVec3 cornerVecs[4] ) const;
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void AxisProjection( const idVec3 indexPoints[8], const idVec3 cornerVecs[4], const idVec3 &dir, float &min, float &max ) const;
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void AddLocalLineToProjectionBoundsSetCull( const idVec3 &start, const idVec3 &end, int &startCull, int &endCull, idBounds &bounds ) const;
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void AddLocalLineToProjectionBoundsUseCull( const idVec3 &start, const idVec3 &end, int startCull, int endCull, idBounds &bounds ) const;
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bool AddLocalCapsToProjectionBounds( const idVec3 endPoints[4], const int endPointCull[4], const idVec3 &point, int pointCull, int pointClip, idBounds &projectionBounds ) const;
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bool BoundsRayIntersection( const idBounds &bounds, const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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void ClipFrustumToBox( const idBox &box, float clipFractions[4], int clipPlanes[4] ) const;
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bool ClipLine( const idVec3 localPoints[8], const idVec3 points[8], int startIndex, int endIndex, idVec3 &start, idVec3 &end, int &startClip, int &endClip ) const;
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};
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ID_INLINE idFrustum::idFrustum( void ) {
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dNear = dFar = 0.0f;
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}
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ID_INLINE void idFrustum::SetOrigin( const idVec3 &origin ) {
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this->origin = origin;
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}
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ID_INLINE void idFrustum::SetAxis( const idMat3 &axis ) {
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this->axis = axis;
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}
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ID_INLINE void idFrustum::SetSize( float dNear, float dFar, float dLeft, float dUp ) {
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assert( dNear >= 0.0f && dFar > dNear && dLeft > 0.0f && dUp > 0.0f );
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this->dNear = dNear;
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this->dFar = dFar;
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this->dLeft = dLeft;
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this->dUp = dUp;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE void idFrustum::SetPyramid( float dNear, float dFar ) {
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assert( dNear >= 0.0f && dFar > dNear );
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this->dNear = dNear;
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this->dFar = dFar;
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this->dLeft = dFar;
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this->dUp = dFar;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE void idFrustum::MoveNearDistance( float dNear ) {
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assert( dNear >= 0.0f );
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this->dNear = dNear;
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}
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ID_INLINE void idFrustum::MoveFarDistance( float dFar ) {
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assert( dFar > this->dNear );
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float scale = dFar / this->dFar;
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this->dFar = dFar;
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this->dLeft *= scale;
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this->dUp *= scale;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE const idVec3 &idFrustum::GetOrigin( void ) const {
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return origin;
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}
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ID_INLINE const idMat3 &idFrustum::GetAxis( void ) const {
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return axis;
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}
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ID_INLINE idVec3 idFrustum::GetCenter( void ) const {
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return ( origin + axis[0] * ( ( dFar - dNear ) * 0.5f ) );
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}
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ID_INLINE bool idFrustum::IsValid( void ) const {
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return ( dFar > dNear );
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}
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ID_INLINE float idFrustum::GetNearDistance( void ) const {
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return dNear;
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}
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ID_INLINE float idFrustum::GetFarDistance( void ) const {
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return dFar;
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}
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ID_INLINE float idFrustum::GetLeft( void ) const {
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return dLeft;
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}
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ID_INLINE float idFrustum::GetUp( void ) const {
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return dUp;
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}
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ID_INLINE idFrustum idFrustum::Expand( const float d ) const {
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idFrustum f = *this;
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f.origin -= d * f.axis[0];
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f.dFar += 2.0f * d;
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f.dLeft = f.dFar * dLeft * invFar;
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f.dUp = f.dFar * dUp * invFar;
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f.invFar = 1.0f / dFar;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::ExpandSelf( const float d ) {
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origin -= d * axis[0];
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dFar += 2.0f * d;
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dLeft = dFar * dLeft * invFar;
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dUp = dFar * dUp * invFar;
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invFar = 1.0f / dFar;
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return *this;
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}
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ID_INLINE idFrustum idFrustum::Translate( const idVec3 &translation ) const {
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idFrustum f = *this;
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f.origin += translation;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::TranslateSelf( const idVec3 &translation ) {
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origin += translation;
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return *this;
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}
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ID_INLINE idFrustum idFrustum::Rotate( const idMat3 &rotation ) const {
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idFrustum f = *this;
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f.axis *= rotation;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::RotateSelf( const idMat3 &rotation ) {
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axis *= rotation;
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return *this;
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}
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#endif /* !__BV_FRUSTUM_H__ */
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