dhewm3/neo/idlib/bv/Sphere.h
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

279 lines
9.1 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.
===========================================================================
*/
#ifndef __BV_SPHERE_H__
#define __BV_SPHERE_H__
#include "idlib/math/Vector.h"
#include "idlib/math/Plane.h"
#include "idlib/math/Rotation.h"
/*
===============================================================================
Sphere
===============================================================================
*/
class idSphere {
public:
idSphere( void );
explicit idSphere( const idVec3 &point );
explicit idSphere( const idVec3 &point, const float r );
float operator[]( const int index ) const;
float & operator[]( const int index );
idSphere operator+( const idVec3 &t ) const; // returns tranlated sphere
idSphere & operator+=( const idVec3 &t ); // translate the sphere
idSphere operator+( const idSphere &s ) const;
idSphere & operator+=( const idSphere &s );
bool Compare( const idSphere &a ) const; // exact compare, no epsilon
bool Compare( const idSphere &a, const float epsilon ) const; // compare with epsilon
bool operator==( const idSphere &a ) const; // exact compare, no epsilon
bool operator!=( const idSphere &a ) const; // exact compare, no epsilon
void Clear( void ); // inside out sphere
void Zero( void ); // single point at origin
void SetOrigin( const idVec3 &o ); // set origin of sphere
void SetRadius( const float r ); // set square radius
const idVec3 & GetOrigin( void ) const; // returns origin of sphere
float GetRadius( void ) const; // returns sphere radius
bool IsCleared( void ) const; // returns true if sphere is inside out
bool AddPoint( const idVec3 &p ); // add the point, returns true if the sphere expanded
bool AddSphere( const idSphere &s ); // add the sphere, returns true if the sphere expanded
idSphere Expand( const float d ) const; // return bounds expanded in all directions with the given value
idSphere & ExpandSelf( const float d ); // expand bounds in all directions with the given value
idSphere Translate( const idVec3 &translation ) const;
idSphere & TranslateSelf( const idVec3 &translation );
float PlaneDistance( const idPlane &plane ) const;
int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
bool ContainsPoint( const idVec3 &p ) const; // includes touching
bool IntersectsSphere( const idSphere &s ) const; // includes touching
bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
// intersection points are (start + dir * scale1) and (start + dir * scale2)
bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
// Tight sphere for a point set.
void FromPoints( const idVec3 *points, const int numPoints );
// Most tight sphere for a translation.
void FromPointTranslation( const idVec3 &point, const idVec3 &translation );
void FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation );
// Most tight sphere for a rotation.
void FromPointRotation( const idVec3 &point, const idRotation &rotation );
void FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation );
void AxisProjection( const idVec3 &dir, float &min, float &max ) const;
private:
idVec3 origin;
float radius;
};
extern idSphere sphere_zero;
ID_INLINE idSphere::idSphere( void ) {
}
ID_INLINE idSphere::idSphere( const idVec3 &point ) {
origin = point;
radius = 0.0f;
}
ID_INLINE idSphere::idSphere( const idVec3 &point, const float r ) {
origin = point;
radius = r;
}
ID_INLINE float idSphere::operator[]( const int index ) const {
return ((float *) &origin)[index];
}
ID_INLINE float &idSphere::operator[]( const int index ) {
return ((float *) &origin)[index];
}
ID_INLINE idSphere idSphere::operator+( const idVec3 &t ) const {
return idSphere( origin + t, radius );
}
ID_INLINE idSphere &idSphere::operator+=( const idVec3 &t ) {
origin += t;
return *this;
}
ID_INLINE bool idSphere::Compare( const idSphere &a ) const {
return ( origin.Compare( a.origin ) && radius == a.radius );
}
ID_INLINE bool idSphere::Compare( const idSphere &a, const float epsilon ) const {
return ( origin.Compare( a.origin, epsilon ) && idMath::Fabs( radius - a.radius ) <= epsilon );
}
ID_INLINE bool idSphere::operator==( const idSphere &a ) const {
return Compare( a );
}
ID_INLINE bool idSphere::operator!=( const idSphere &a ) const {
return !Compare( a );
}
ID_INLINE void idSphere::Clear( void ) {
origin.Zero();
radius = -1.0f;
}
ID_INLINE void idSphere::Zero( void ) {
origin.Zero();
radius = 0.0f;
}
ID_INLINE void idSphere::SetOrigin( const idVec3 &o ) {
origin = o;
}
ID_INLINE void idSphere::SetRadius( const float r ) {
radius = r;
}
ID_INLINE const idVec3 &idSphere::GetOrigin( void ) const {
return origin;
}
ID_INLINE float idSphere::GetRadius( void ) const {
return radius;
}
ID_INLINE bool idSphere::IsCleared( void ) const {
return ( radius < 0.0f );
}
ID_INLINE bool idSphere::AddPoint( const idVec3 &p ) {
if ( radius < 0.0f ) {
origin = p;
radius = 0.0f;
return true;
}
else {
float r = ( p - origin ).LengthSqr();
if ( r > radius * radius ) {
r = idMath::Sqrt( r );
origin += ( p - origin ) * 0.5f * (1.0f - radius / r );
radius += 0.5f * ( r - radius );
return true;
}
return false;
}
}
ID_INLINE bool idSphere::AddSphere( const idSphere &s ) {
if ( radius < 0.0f ) {
origin = s.origin;
radius = s.radius;
return true;
}
else {
float r = ( s.origin - origin ).LengthSqr();
if ( r > ( radius + s.radius ) * ( radius + s.radius ) ) {
r = idMath::Sqrt( r );
origin += ( s.origin - origin ) * 0.5f * (1.0f - radius / ( r + s.radius ) );
radius += 0.5f * ( ( r + s.radius ) - radius );
return true;
}
return false;
}
}
ID_INLINE idSphere idSphere::Expand( const float d ) const {
return idSphere( origin, radius + d );
}
ID_INLINE idSphere &idSphere::ExpandSelf( const float d ) {
radius += d;
return *this;
}
ID_INLINE idSphere idSphere::Translate( const idVec3 &translation ) const {
return idSphere( origin + translation, radius );
}
ID_INLINE idSphere &idSphere::TranslateSelf( const idVec3 &translation ) {
origin += translation;
return *this;
}
ID_INLINE bool idSphere::ContainsPoint( const idVec3 &p ) const {
if ( ( p - origin ).LengthSqr() > radius * radius ) {
return false;
}
return true;
}
ID_INLINE bool idSphere::IntersectsSphere( const idSphere &s ) const {
float r = s.radius + radius;
if ( ( s.origin - origin ).LengthSqr() > r * r ) {
return false;
}
return true;
}
ID_INLINE void idSphere::FromPointTranslation( const idVec3 &point, const idVec3 &translation ) {
origin = point + 0.5f * translation;
radius = idMath::Sqrt( 0.5f * translation.LengthSqr() );
}
ID_INLINE void idSphere::FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation ) {
origin = start + sphere.origin + 0.5f * translation;
radius = idMath::Sqrt( 0.5f * translation.LengthSqr() ) + sphere.radius;
}
ID_INLINE void idSphere::FromPointRotation( const idVec3 &point, const idRotation &rotation ) {
idVec3 end = rotation * point;
origin = ( point + end ) * 0.5f;
radius = idMath::Sqrt( 0.5f * ( end - point ).LengthSqr() );
}
ID_INLINE void idSphere::FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation ) {
idVec3 end = rotation * sphere.origin;
origin = start + ( sphere.origin + end ) * 0.5f;
radius = idMath::Sqrt( 0.5f * ( end - sphere.origin ).LengthSqr() ) + sphere.radius;
}
ID_INLINE void idSphere::AxisProjection( const idVec3 &dir, float &min, float &max ) const {
float d;
d = dir * origin;
min = d - radius;
max = d + radius;
}
#endif /* !__BV_SPHERE_H__ */