dhewm3/neo/idlib/geometry/Winding2D.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

751 lines
16 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "sys/platform.h"
#include "idlib/Lib.h"
#include "framework/Common.h"
#include "idlib/geometry/Winding2D.h"
/*
============
GetAxialBevel
============
*/
bool GetAxialBevel( const idVec3 &plane1, const idVec3 &plane2, const idVec2 &point, idVec3 &bevel ) {
if ( FLOATSIGNBITSET( plane1.x ) ^ FLOATSIGNBITSET( plane2.x ) ) {
if ( idMath::Fabs( plane1.x ) > 0.1f && idMath::Fabs( plane2.x ) > 0.1f ) {
bevel.x = 0.0f;
if ( FLOATSIGNBITSET( plane1.y ) ) {
bevel.y = -1.0f;
}
else {
bevel.y = 1.0f;
}
bevel.z = - ( point.x * bevel.x + point.y * bevel.y );
return true;
}
}
if ( FLOATSIGNBITSET( plane1.y ) ^ FLOATSIGNBITSET( plane2.y ) ) {
if ( idMath::Fabs( plane1.y ) > 0.1f && idMath::Fabs( plane2.y ) > 0.1f ) {
bevel.y = 0.0f;
if ( FLOATSIGNBITSET( plane1.x ) ) {
bevel.x = -1.0f;
}
else {
bevel.x = 1.0f;
}
bevel.z = - ( point.x * bevel.x + point.y * bevel.y );
return true;
}
}
return false;
}
/*
============
idWinding2D::ExpandForAxialBox
============
*/
void idWinding2D::ExpandForAxialBox( const idVec2 bounds[2] ) {
int i, j, numPlanes;
idVec2 v;
idVec3 planes[MAX_POINTS_ON_WINDING_2D], plane, bevel;
// get planes for the edges and add bevels
for ( numPlanes = i = 0; i < numPoints; i++ ) {
j = (i+1) % numPoints;
if ( ( p[j] - p[i] ).LengthSqr() < 0.01f ) {
continue;
}
plane = Plane2DFromPoints( p[i], p[j], true );
if ( i ) {
if ( GetAxialBevel( planes[numPlanes-1], plane, p[i], bevel ) ) {
planes[numPlanes++] = bevel;
}
}
assert( numPlanes < MAX_POINTS_ON_WINDING_2D );
planes[numPlanes++] = plane;
}
if ( GetAxialBevel( planes[numPlanes-1], planes[0], p[0], bevel ) ) {
planes[numPlanes++] = bevel;
}
// expand the planes
for ( i = 0; i < numPlanes; i++ ) {
v.x = bounds[ FLOATSIGNBITSET( planes[i].x ) ].x;
v.y = bounds[ FLOATSIGNBITSET( planes[i].y ) ].y;
planes[i].z += v.x * planes[i].x + v.y * planes[i].y;
}
// get intersection points of the planes
for ( numPoints = i = 0; i < numPlanes; i++ ) {
if ( Plane2DIntersection( planes[(i+numPlanes-1) % numPlanes], planes[i], p[numPoints] ) ) {
numPoints++;
}
}
}
/*
============
idWinding2D::Expand
============
*/
void idWinding2D::Expand( const float d ) {
int i;
idVec2 edgeNormals[MAX_POINTS_ON_WINDING_2D];
for ( i = 0; i < numPoints; i++ ) {
idVec2 &start = p[i];
idVec2 &end = p[(i+1)%numPoints];
edgeNormals[i].x = start.y - end.y;
edgeNormals[i].y = end.x - start.x;
edgeNormals[i].Normalize();
edgeNormals[i] *= d;
}
for ( i = 0; i < numPoints; i++ ) {
p[i] += edgeNormals[i] + edgeNormals[(i+numPoints-1)%numPoints];
}
}
/*
=============
idWinding2D::Split
=============
*/
int idWinding2D::Split( const idVec3 &plane, const float epsilon, idWinding2D **front, idWinding2D **back ) const {
float dists[MAX_POINTS_ON_WINDING_2D];
byte sides[MAX_POINTS_ON_WINDING_2D];
int counts[3];
float dot;
int i, j;
const idVec2 * p1, *p2;
idVec2 mid;
idWinding2D * f;
idWinding2D * b;
counts[0] = counts[1] = counts[2] = 0;
// determine sides for each point
for ( i = 0; i < numPoints; i++ ) {
dists[i] = dot = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( dot > epsilon ) {
sides[i] = SIDE_FRONT;
} else if ( dot < -epsilon ) {
sides[i] = SIDE_BACK;
} else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
*front = *back = NULL;
// if nothing at the front of the clipping plane
if ( !counts[SIDE_FRONT] ) {
*back = Copy();
return SIDE_BACK;
}
// if nothing at the back of the clipping plane
if ( !counts[SIDE_BACK] ) {
*front = Copy();
return SIDE_FRONT;
}
*front = f = new idWinding2D;
*back = b = new idWinding2D;
for ( i = 0; i < numPoints; i++ ) {
p1 = &p[i];
if ( sides[i] == SIDE_ON ) {
f->p[f->numPoints] = *p1;
f->numPoints++;
b->p[b->numPoints] = *p1;
b->numPoints++;
continue;
}
if ( sides[i] == SIDE_FRONT ) {
f->p[f->numPoints] = *p1;
f->numPoints++;
}
if ( sides[i] == SIDE_BACK ) {
b->p[b->numPoints] = *p1;
b->numPoints++;
}
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
continue;
}
// generate a split point
p2 = &p[(i+1)%numPoints];
// always calculate the split going from the same side
// or minor epsilon issues can happen
if ( sides[i] == SIDE_FRONT ) {
dot = dists[i] / ( dists[i] - dists[i+1] );
for ( j = 0; j < 2; j++ ) {
// avoid round off error when possible
if ( plane[j] == 1.0f ) {
mid[j] = plane.z;
} else if ( plane[j] == -1.0f ) {
mid[j] = -plane.z;
} else {
mid[j] = (*p1)[j] + dot * ((*p2)[j] - (*p1)[j]);
}
}
} else {
dot = dists[i+1] / ( dists[i+1] - dists[i] );
for ( j = 0; j < 2; j++ ) {
// avoid round off error when possible
if ( plane[j] == 1.0f ) {
mid[j] = plane.z;
} else if ( plane[j] == -1.0f ) {
mid[j] = -plane.z;
} else {
mid[j] = (*p2)[j] + dot * ( (*p1)[j] - (*p2)[j] );
}
}
}
f->p[f->numPoints] = mid;
f->numPoints++;
b->p[b->numPoints] = mid;
b->numPoints++;
}
return SIDE_CROSS;
}
/*
============
idWinding2D::ClipInPlace
============
*/
bool idWinding2D::ClipInPlace( const idVec3 &plane, const float epsilon, const bool keepOn ) {
int i, j, maxpts, newNumPoints;
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
float dot, dists[MAX_POINTS_ON_WINDING_2D+1];
idVec2 *p1, *p2, mid, newPoints[MAX_POINTS_ON_WINDING_2D+4];
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
for ( i = 0; i < numPoints; i++ ) {
dists[i] = dot = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( dot > epsilon ) {
sides[i] = SIDE_FRONT;
} else if ( dot < -epsilon ) {
sides[i] = SIDE_BACK;
} else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
// if the winding is on the plane and we should keep it
if ( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {
return true;
}
if ( !counts[SIDE_FRONT] ) {
numPoints = 0;
return false;
}
if ( !counts[SIDE_BACK] ) {
return true;
}
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
newNumPoints = 0;
for ( i = 0; i < numPoints; i++ ) {
p1 = &p[i];
if ( newNumPoints+1 > maxpts ) {
return true; // can't split -- fall back to original
}
if ( sides[i] == SIDE_ON ) {
newPoints[newNumPoints] = *p1;
newNumPoints++;
continue;
}
if ( sides[i] == SIDE_FRONT ) {
newPoints[newNumPoints] = *p1;
newNumPoints++;
}
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
continue;
}
if ( newNumPoints+1 > maxpts ) {
return true; // can't split -- fall back to original
}
// generate a split point
p2 = &p[(i+1)%numPoints];
dot = dists[i] / (dists[i] - dists[i+1]);
for ( j = 0; j < 2; j++ ) {
// avoid round off error when possible
if ( plane[j] == 1.0f ) {
mid[j] = plane.z;
} else if ( plane[j] == -1.0f ) {
mid[j] = -plane.z;
} else {
mid[j] = (*p1)[j] + dot * ((*p2)[j] - (*p1)[j]);
}
}
newPoints[newNumPoints] = mid;
newNumPoints++;
}
if ( newNumPoints >= MAX_POINTS_ON_WINDING_2D ) {
return true;
}
numPoints = newNumPoints;
memcpy( p, newPoints, newNumPoints * sizeof(idVec2) );
return true;
}
/*
=============
idWinding2D::Copy
=============
*/
idWinding2D *idWinding2D::Copy( void ) const {
idWinding2D *w;
w = new idWinding2D;
w->numPoints = numPoints;
memcpy( w->p, p, numPoints * sizeof( p[0] ) );
return w;
}
/*
=============
idWinding2D::Reverse
=============
*/
idWinding2D *idWinding2D::Reverse( void ) const {
idWinding2D *w;
int i;
w = new idWinding2D;
w->numPoints = numPoints;
for ( i = 0; i < numPoints; i++ ) {
w->p[ numPoints - i - 1 ] = p[i];
}
return w;
}
/*
============
idWinding2D::GetArea
============
*/
float idWinding2D::GetArea( void ) const {
int i;
idVec2 d1, d2;
float total;
total = 0.0f;
for ( i = 2; i < numPoints; i++ ) {
d1 = p[i-1] - p[0];
d2 = p[i] - p[0];
total += d1.x * d2.y - d1.y * d2.x;
}
return total * 0.5f;
}
/*
============
idWinding2D::GetCenter
============
*/
idVec2 idWinding2D::GetCenter( void ) const {
int i;
idVec2 center;
center.Zero();
for ( i = 0; i < numPoints; i++ ) {
center += p[i];
}
center *= ( 1.0f / numPoints );
return center;
}
/*
============
idWinding2D::GetRadius
============
*/
float idWinding2D::GetRadius( const idVec2 &center ) const {
int i;
float radius, r;
idVec2 dir;
radius = 0.0f;
for ( i = 0; i < numPoints; i++ ) {
dir = p[i] - center;
r = dir * dir;
if ( r > radius ) {
radius = r;
}
}
return idMath::Sqrt( radius );
}
/*
============
idWinding2D::GetBounds
============
*/
void idWinding2D::GetBounds( idVec2 bounds[2] ) const {
int i;
if ( !numPoints ) {
bounds[0].x = bounds[0].y = idMath::INFINITY;
bounds[1].x = bounds[1].y = -idMath::INFINITY;
return;
}
bounds[0] = bounds[1] = p[0];
for ( i = 1; i < numPoints; i++ ) {
if ( p[i].x < bounds[0].x ) {
bounds[0].x = p[i].x;
} else if ( p[i].x > bounds[1].x ) {
bounds[1].x = p[i].x;
}
if ( p[i].y < bounds[0].y ) {
bounds[0].y = p[i].y;
} else if ( p[i].y > bounds[1].y ) {
bounds[1].y = p[i].y;
}
}
}
/*
=============
idWinding2D::IsTiny
=============
*/
#define EDGE_LENGTH 0.2f
bool idWinding2D::IsTiny( void ) const {
int i;
float len;
idVec2 delta;
int edges;
edges = 0;
for ( i = 0; i < numPoints; i++ ) {
delta = p[(i+1)%numPoints] - p[i];
len = delta.Length();
if ( len > EDGE_LENGTH ) {
if ( ++edges == 3 ) {
return false;
}
}
}
return true;
}
/*
=============
idWinding2D::IsHuge
=============
*/
bool idWinding2D::IsHuge( void ) const {
int i, j;
for ( i = 0; i < numPoints; i++ ) {
for ( j = 0; j < 2; j++ ) {
if ( p[i][j] <= MIN_WORLD_COORD || p[i][j] >= MAX_WORLD_COORD ) {
return true;
}
}
}
return false;
}
/*
=============
idWinding2D::Print
=============
*/
void idWinding2D::Print( void ) const {
int i;
for ( i = 0; i < numPoints; i++ ) {
idLib::common->Printf( "(%5.1f, %5.1f)\n", p[i][0], p[i][1] );
}
}
/*
=============
idWinding2D::PlaneDistance
=============
*/
float idWinding2D::PlaneDistance( const idVec3 &plane ) const {
int i;
float d, min, max;
min = idMath::INFINITY;
max = -min;
for ( i = 0; i < numPoints; i++ ) {
d = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( d < min ) {
min = d;
if ( FLOATSIGNBITSET( min ) & FLOATSIGNBITNOTSET( max ) ) {
return 0.0f;
}
}
if ( d > max ) {
max = d;
if ( FLOATSIGNBITSET( min ) & FLOATSIGNBITNOTSET( max ) ) {
return 0.0f;
}
}
}
if ( FLOATSIGNBITNOTSET( min ) ) {
return min;
}
if ( FLOATSIGNBITSET( max ) ) {
return max;
}
return 0.0f;
}
/*
=============
idWinding2D::PlaneSide
=============
*/
int idWinding2D::PlaneSide( const idVec3 &plane, const float epsilon ) const {
bool front, back;
int i;
float d;
front = false;
back = false;
for ( i = 0; i < numPoints; i++ ) {
d = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( d < -epsilon ) {
if ( front ) {
return SIDE_CROSS;
}
back = true;
continue;
}
else if ( d > epsilon ) {
if ( back ) {
return SIDE_CROSS;
}
front = true;
continue;
}
}
if ( back ) {
return SIDE_BACK;
}
if ( front ) {
return SIDE_FRONT;
}
return SIDE_ON;
}
/*
============
idWinding2D::PointInside
============
*/
bool idWinding2D::PointInside( const idVec2 &point, const float epsilon ) const {
int i;
float d;
idVec3 plane;
for ( i = 0; i < numPoints; i++ ) {
plane = Plane2DFromPoints( p[i], p[(i+1) % numPoints] );
d = plane.x * point.x + plane.y * point.y + plane.z;
if ( d > epsilon ) {
return false;
}
}
return true;
}
/*
============
idWinding2D::LineIntersection
============
*/
bool idWinding2D::LineIntersection( const idVec2 &start, const idVec2 &end ) const {
int i, numEdges;
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
float d1, d2, epsilon = 0.1f;
idVec3 plane, edges[2];
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
plane = Plane2DFromPoints( start, end );
for ( i = 0; i < numPoints; i++ ) {
d1 = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( d1 > epsilon ) {
sides[i] = SIDE_FRONT;
}
else if ( d1 < -epsilon ) {
sides[i] = SIDE_BACK;
}
else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
if ( !counts[SIDE_FRONT] ) {
return false;
}
if ( !counts[SIDE_BACK] ) {
return false;
}
numEdges = 0;
for ( i = 0; i < numPoints; i++ ) {
if ( sides[i] != sides[i+1] && sides[i+1] != SIDE_ON ) {
edges[numEdges++] = Plane2DFromPoints( p[i], p[(i+1)%numPoints] );
if ( numEdges >= 2 ) {
break;
}
}
}
if ( numEdges < 2 ) {
return false;
}
d1 = edges[0].x * start.x + edges[0].y * start.y + edges[0].z;
d2 = edges[0].x * end.x + edges[0].y * end.y + edges[0].z;
if ( FLOATSIGNBITNOTSET( d1 ) & FLOATSIGNBITNOTSET( d2 ) ) {
return false;
}
d1 = edges[1].x * start.x + edges[1].y * start.y + edges[1].z;
d2 = edges[1].x * end.x + edges[1].y * end.y + edges[1].z;
if ( FLOATSIGNBITNOTSET( d1 ) & FLOATSIGNBITNOTSET( d2 ) ) {
return false;
}
return true;
}
/*
============
idWinding2D::RayIntersection
============
*/
bool idWinding2D::RayIntersection( const idVec2 &start, const idVec2 &dir, float &scale1, float &scale2, int *edgeNums ) const {
int i, numEdges, localEdgeNums[2];
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
float d1, d2, epsilon = 0.1f;
idVec3 plane, edges[2];
scale1 = scale2 = 0.0f;
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
plane = Plane2DFromVecs( start, dir );
for ( i = 0; i < numPoints; i++ ) {
d1 = plane.x * p[i].x + plane.y * p[i].y + plane.z;
if ( d1 > epsilon ) {
sides[i] = SIDE_FRONT;
}
else if ( d1 < -epsilon ) {
sides[i] = SIDE_BACK;
}
else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
if ( !counts[SIDE_FRONT] ) {
return false;
}
if ( !counts[SIDE_BACK] ) {
return false;
}
numEdges = 0;
for ( i = 0; i < numPoints; i++ ) {
if ( sides[i] != sides[i+1] && sides[i+1] != SIDE_ON ) {
localEdgeNums[numEdges] = i;
edges[numEdges++] = Plane2DFromPoints( p[i], p[(i+1)%numPoints] );
if ( numEdges >= 2 ) {
break;
}
}
}
if ( numEdges < 2 ) {
return false;
}
d1 = edges[0].x * start.x + edges[0].y * start.y + edges[0].z;
d2 = - ( edges[0].x * dir.x + edges[0].y * dir.y );
if ( d2 == 0.0f ) {
return false;
}
scale1 = d1 / d2;
d1 = edges[1].x * start.x + edges[1].y * start.y + edges[1].z;
d2 = - ( edges[1].x * dir.x + edges[1].y * dir.y );
if ( d2 == 0.0f ) {
return false;
}
scale2 = d1 / d2;
if ( idMath::Fabs( scale1 ) > idMath::Fabs( scale2 ) ) {
idSwap( scale1, scale2 );
idSwap( localEdgeNums[0], localEdgeNums[1] );
}
if ( edgeNums ) {
edgeNums[0] = localEdgeNums[0];
edgeNums[1] = localEdgeNums[1];
}
return true;
}