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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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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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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#ifndef __MATH_PLANE_H__
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#define __MATH_PLANE_H__
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/*
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===============================================================================
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3D plane with equation: a * x + b * y + c * z + d = 0
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===============================================================================
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*/
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class idVec3;
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class idMat3;
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#define ON_EPSILON 0.1f
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#define DEGENERATE_DIST_EPSILON 1e-4f
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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#define SIDE_CROSS 3
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// plane sides
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#define PLANESIDE_FRONT 0
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#define PLANESIDE_BACK 1
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#define PLANESIDE_ON 2
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#define PLANESIDE_CROSS 3
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// plane types
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#define PLANETYPE_X 0
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#define PLANETYPE_Y 1
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#define PLANETYPE_Z 2
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#define PLANETYPE_NEGX 3
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#define PLANETYPE_NEGY 4
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#define PLANETYPE_NEGZ 5
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#define PLANETYPE_TRUEAXIAL 6 // all types < 6 are true axial planes
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#define PLANETYPE_ZEROX 6
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#define PLANETYPE_ZEROY 7
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#define PLANETYPE_ZEROZ 8
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#define PLANETYPE_NONAXIAL 9
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class idPlane {
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public:
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idPlane( void );
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idPlane( float a, float b, float c, float d );
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idPlane( const idVec3 &normal, const float dist );
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float operator[]( int index ) const;
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float & operator[]( int index );
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idPlane operator-() const; // flips plane
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idPlane & operator=( const idVec3 &v ); // sets normal and sets idPlane::d to zero
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idPlane operator+( const idPlane &p ) const; // add plane equations
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idPlane operator-( const idPlane &p ) const; // subtract plane equations
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idPlane & operator*=( const idMat3 &m ); // Normal() *= m
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bool Compare( const idPlane &p ) const; // exact compare, no epsilon
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bool Compare( const idPlane &p, const float epsilon ) const; // compare with epsilon
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bool Compare( const idPlane &p, const float normalEps, const float distEps ) const; // compare with epsilon
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bool operator==( const idPlane &p ) const; // exact compare, no epsilon
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bool operator!=( const idPlane &p ) const; // exact compare, no epsilon
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void Zero( void ); // zero plane
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void SetNormal( const idVec3 &normal ); // sets the normal
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const idVec3 & Normal( void ) const; // reference to const normal
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idVec3 & Normal( void ); // reference to normal
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float Normalize( bool fixDegenerate = true ); // only normalizes the plane normal, does not adjust d
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bool FixDegenerateNormal( void ); // fix degenerate normal
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bool FixDegeneracies( float distEpsilon ); // fix degenerate normal and dist
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float Dist( void ) const; // returns: -d
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void SetDist( const float dist ); // sets: d = -dist
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int Type( void ) const; // returns plane type
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bool FromPoints( const idVec3 &p1, const idVec3 &p2, const idVec3 &p3, bool fixDegenerate = true );
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bool FromVecs( const idVec3 &dir1, const idVec3 &dir2, const idVec3 &p, bool fixDegenerate = true );
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void FitThroughPoint( const idVec3 &p ); // assumes normal is valid
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bool HeightFit( const idVec3 *points, const int numPoints );
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idPlane Translate( const idVec3 &translation ) const;
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idPlane & TranslateSelf( const idVec3 &translation );
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idPlane Rotate( const idVec3 &origin, const idMat3 &axis ) const;
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idPlane & RotateSelf( const idVec3 &origin, const idMat3 &axis );
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float Distance( const idVec3 &v ) const;
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int Side( const idVec3 &v, const float epsilon = 0.0f ) const;
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bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
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// intersection point is start + dir * scale
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bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale ) const;
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bool PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const;
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int GetDimension( void ) const;
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const idVec4 & ToVec4( void ) const;
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idVec4 & ToVec4( void );
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const float * ToFloatPtr( void ) const;
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float * ToFloatPtr( void );
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const char * ToString( int precision = 2 ) const;
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private:
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float a;
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float b;
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float c;
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float d;
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};
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extern idPlane plane_origin;
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#define plane_zero plane_origin
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ID_INLINE idPlane::idPlane( void ) {
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}
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ID_INLINE idPlane::idPlane( float a, float b, float c, float d ) {
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this->a = a;
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this->b = b;
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this->c = c;
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this->d = d;
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}
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ID_INLINE idPlane::idPlane( const idVec3 &normal, const float dist ) {
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this->a = normal.x;
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this->b = normal.y;
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this->c = normal.z;
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this->d = -dist;
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}
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ID_INLINE float idPlane::operator[]( int index ) const {
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return ( &a )[ index ];
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}
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ID_INLINE float& idPlane::operator[]( int index ) {
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return ( &a )[ index ];
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}
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ID_INLINE idPlane idPlane::operator-() const {
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return idPlane( -a, -b, -c, -d );
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}
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ID_INLINE idPlane &idPlane::operator=( const idVec3 &v ) {
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a = v.x;
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b = v.y;
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c = v.z;
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d = 0;
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return *this;
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}
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ID_INLINE idPlane idPlane::operator+( const idPlane &p ) const {
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return idPlane( a + p.a, b + p.b, c + p.c, d + p.d );
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}
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ID_INLINE idPlane idPlane::operator-( const idPlane &p ) const {
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return idPlane( a - p.a, b - p.b, c - p.c, d - p.d );
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}
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ID_INLINE idPlane &idPlane::operator*=( const idMat3 &m ) {
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Normal() *= m;
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return *this;
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}
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ID_INLINE bool idPlane::Compare( const idPlane &p ) const {
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return ( a == p.a && b == p.b && c == p.c && d == p.d );
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}
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ID_INLINE bool idPlane::Compare( const idPlane &p, const float epsilon ) const {
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if ( idMath::Fabs( a - p.a ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( b - p.b ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( c - p.c ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( d - p.d ) > epsilon ) {
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return false;
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}
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return true;
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}
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ID_INLINE bool idPlane::Compare( const idPlane &p, const float normalEps, const float distEps ) const {
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if ( idMath::Fabs( d - p.d ) > distEps ) {
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return false;
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}
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if ( !Normal().Compare( p.Normal(), normalEps ) ) {
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return false;
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}
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return true;
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}
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ID_INLINE bool idPlane::operator==( const idPlane &p ) const {
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return Compare( p );
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}
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ID_INLINE bool idPlane::operator!=( const idPlane &p ) const {
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return !Compare( p );
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}
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ID_INLINE void idPlane::Zero( void ) {
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a = b = c = d = 0.0f;
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}
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ID_INLINE void idPlane::SetNormal( const idVec3 &normal ) {
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a = normal.x;
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b = normal.y;
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c = normal.z;
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}
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ID_INLINE const idVec3 &idPlane::Normal( void ) const {
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return *reinterpret_cast<const idVec3 *>(&a);
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}
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ID_INLINE idVec3 &idPlane::Normal( void ) {
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return *reinterpret_cast<idVec3 *>(&a);
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}
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ID_INLINE float idPlane::Normalize( bool fixDegenerate ) {
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float length = reinterpret_cast<idVec3 *>(&a)->Normalize();
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if ( fixDegenerate ) {
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FixDegenerateNormal();
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}
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return length;
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}
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ID_INLINE bool idPlane::FixDegenerateNormal( void ) {
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return Normal().FixDegenerateNormal();
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}
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ID_INLINE bool idPlane::FixDegeneracies( float distEpsilon ) {
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bool fixedNormal = FixDegenerateNormal();
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// only fix dist if the normal was degenerate
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if ( fixedNormal ) {
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if ( idMath::Fabs( d - idMath::Rint( d ) ) < distEpsilon ) {
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d = idMath::Rint( d );
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}
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}
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return fixedNormal;
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}
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ID_INLINE float idPlane::Dist( void ) const {
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return -d;
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}
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ID_INLINE void idPlane::SetDist( const float dist ) {
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d = -dist;
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}
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ID_INLINE bool idPlane::FromPoints( const idVec3 &p1, const idVec3 &p2, const idVec3 &p3, bool fixDegenerate ) {
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Normal() = (p1 - p2).Cross( p3 - p2 );
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if ( Normalize( fixDegenerate ) == 0.0f ) {
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return false;
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}
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d = -( Normal() * p2 );
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return true;
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}
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ID_INLINE bool idPlane::FromVecs( const idVec3 &dir1, const idVec3 &dir2, const idVec3 &p, bool fixDegenerate ) {
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Normal() = dir1.Cross( dir2 );
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if ( Normalize( fixDegenerate ) == 0.0f ) {
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return false;
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}
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d = -( Normal() * p );
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return true;
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}
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ID_INLINE void idPlane::FitThroughPoint( const idVec3 &p ) {
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d = -( Normal() * p );
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}
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ID_INLINE idPlane idPlane::Translate( const idVec3 &translation ) const {
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return idPlane( a, b, c, d - translation * Normal() );
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}
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ID_INLINE idPlane &idPlane::TranslateSelf( const idVec3 &translation ) {
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d -= translation * Normal();
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return *this;
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}
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ID_INLINE idPlane idPlane::Rotate( const idVec3 &origin, const idMat3 &axis ) const {
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idPlane p;
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p.Normal() = Normal() * axis;
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p.d = d + origin * Normal() - origin * p.Normal();
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return p;
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}
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ID_INLINE idPlane &idPlane::RotateSelf( const idVec3 &origin, const idMat3 &axis ) {
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d += origin * Normal();
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Normal() *= axis;
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d -= origin * Normal();
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return *this;
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}
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ID_INLINE float idPlane::Distance( const idVec3 &v ) const {
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return a * v.x + b * v.y + c * v.z + d;
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}
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ID_INLINE int idPlane::Side( const idVec3 &v, const float epsilon ) const {
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float dist = Distance( v );
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if ( dist > epsilon ) {
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return PLANESIDE_FRONT;
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}
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else if ( dist < -epsilon ) {
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return PLANESIDE_BACK;
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}
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else {
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return PLANESIDE_ON;
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}
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}
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ID_INLINE bool idPlane::LineIntersection( const idVec3 &start, const idVec3 &end ) const {
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float d1, d2, fraction;
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d1 = Normal() * start + d;
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d2 = Normal() * end + d;
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if ( d1 == d2 ) {
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return false;
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}
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if ( d1 > 0.0f && d2 > 0.0f ) {
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return false;
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}
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if ( d1 < 0.0f && d2 < 0.0f ) {
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return false;
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}
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fraction = ( d1 / ( d1 - d2 ) );
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return ( fraction >= 0.0f && fraction <= 1.0f );
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}
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ID_INLINE bool idPlane::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale ) const {
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float d1, d2;
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d1 = Normal() * start + d;
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d2 = Normal() * dir;
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if ( d2 == 0.0f ) {
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return false;
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}
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scale = -( d1 / d2 );
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return true;
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}
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ID_INLINE int idPlane::GetDimension( void ) const {
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return 4;
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}
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ID_INLINE const idVec4 &idPlane::ToVec4( void ) const {
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return *reinterpret_cast<const idVec4 *>(&a);
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}
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ID_INLINE idVec4 &idPlane::ToVec4( void ) {
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return *reinterpret_cast<idVec4 *>(&a);
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}
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ID_INLINE const float *idPlane::ToFloatPtr( void ) const {
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return reinterpret_cast<const float *>(&a);
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}
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ID_INLINE float *idPlane::ToFloatPtr( void ) {
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return reinterpret_cast<float *>(&a);
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}
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#endif /* !__MATH_PLANE_H__ */
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