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736ec20d4d
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.
336 lines
9 KiB
C++
336 lines
9 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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#include "sys/platform.h"
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#include "idlib/geometry/Surface_Polytope.h"
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#define POLYTOPE_VERTEX_EPSILON 0.1f
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/*
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====================
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idSurface_Polytope::FromPlanes
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====================
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*/
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void idSurface_Polytope::FromPlanes( const idPlane *planes, const int numPlanes ) {
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int i, j, k, *windingVerts;
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idFixedWinding w;
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idDrawVert newVert;
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windingVerts = (int *) _alloca( MAX_POINTS_ON_WINDING * sizeof( int ) );
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memset( &newVert, 0, sizeof( newVert ) );
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for ( i = 0; i < numPlanes; i++ ) {
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w.BaseForPlane( planes[i] );
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for ( j = 0; j < numPlanes; j++ ) {
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if ( j == i ) {
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continue;
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}
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if ( !w.ClipInPlace( -planes[j], ON_EPSILON, true ) ) {
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break;
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}
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}
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if ( !w.GetNumPoints() ) {
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continue;
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}
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for ( j = 0; j < w.GetNumPoints(); j++ ) {
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for ( k = 0; k < verts.Num(); k++ ) {
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if ( verts[k].xyz.Compare( w[j].ToVec3(), POLYTOPE_VERTEX_EPSILON ) ) {
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break;
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}
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}
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if ( k >= verts.Num() ) {
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newVert.xyz = w[j].ToVec3();
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k = verts.Append( newVert );
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}
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windingVerts[j] = k;
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}
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for ( j = 2; j < w.GetNumPoints(); j++ ) {
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indexes.Append( windingVerts[0] );
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indexes.Append( windingVerts[j-1] );
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indexes.Append( windingVerts[j] );
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}
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}
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GenerateEdgeIndexes();
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}
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/*
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====================
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idSurface_Polytope::SetupTetrahedron
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====================
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*/
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void idSurface_Polytope::SetupTetrahedron( const idBounds &bounds ) {
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idVec3 center, scale;
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float c1, c2, c3;
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c1 = 0.4714045207f;
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c2 = 0.8164965809f;
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c3 = -0.3333333333f;
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center = bounds.GetCenter();
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scale = bounds[1] - center;
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verts.SetNum( 4 );
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verts[0].xyz = center + idVec3( 0.0f, 0.0f, scale.z );
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verts[1].xyz = center + idVec3( 2.0f * c1 * scale.x, 0.0f, c3 * scale.z );
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verts[2].xyz = center + idVec3( -c1 * scale.x, c2 * scale.y, c3 * scale.z );
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verts[3].xyz = center + idVec3( -c1 * scale.x, -c2 * scale.y, c3 * scale.z );
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indexes.SetNum( 4*3 );
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indexes[0*3+0] = 0;
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indexes[0*3+1] = 1;
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indexes[0*3+2] = 2;
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indexes[1*3+0] = 0;
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indexes[1*3+1] = 2;
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indexes[1*3+2] = 3;
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indexes[2*3+0] = 0;
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indexes[2*3+1] = 3;
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indexes[2*3+2] = 1;
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indexes[3*3+0] = 1;
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indexes[3*3+1] = 3;
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indexes[3*3+2] = 2;
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GenerateEdgeIndexes();
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}
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/*
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====================
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idSurface_Polytope::SetupHexahedron
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====================
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*/
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void idSurface_Polytope::SetupHexahedron( const idBounds &bounds ) {
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idVec3 center, scale;
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center = bounds.GetCenter();
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scale = bounds[1] - center;
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verts.SetNum( 8 );
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verts[0].xyz = center + idVec3( -scale.x, -scale.y, -scale.z );
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verts[1].xyz = center + idVec3( scale.x, -scale.y, -scale.z );
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verts[2].xyz = center + idVec3( scale.x, scale.y, -scale.z );
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verts[3].xyz = center + idVec3( -scale.x, scale.y, -scale.z );
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verts[4].xyz = center + idVec3( -scale.x, -scale.y, scale.z );
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verts[5].xyz = center + idVec3( scale.x, -scale.y, scale.z );
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verts[6].xyz = center + idVec3( scale.x, scale.y, scale.z );
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verts[7].xyz = center + idVec3( -scale.x, scale.y, scale.z );
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indexes.SetNum( 12*3 );
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indexes[ 0*3+0] = 0;
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indexes[ 0*3+1] = 3;
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indexes[ 0*3+2] = 2;
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indexes[ 1*3+0] = 0;
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indexes[ 1*3+1] = 2;
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indexes[ 1*3+2] = 1;
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indexes[ 2*3+0] = 0;
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indexes[ 2*3+1] = 1;
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indexes[ 2*3+2] = 5;
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indexes[ 3*3+0] = 0;
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indexes[ 3*3+1] = 5;
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indexes[ 3*3+2] = 4;
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indexes[ 4*3+0] = 0;
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indexes[ 4*3+1] = 4;
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indexes[ 4*3+2] = 7;
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indexes[ 5*3+0] = 0;
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indexes[ 5*3+1] = 7;
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indexes[ 5*3+2] = 3;
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indexes[ 6*3+0] = 6;
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indexes[ 6*3+1] = 5;
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indexes[ 6*3+2] = 1;
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indexes[ 7*3+0] = 6;
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indexes[ 7*3+1] = 1;
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indexes[ 7*3+2] = 2;
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indexes[ 8*3+0] = 6;
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indexes[ 8*3+1] = 2;
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indexes[ 8*3+2] = 3;
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indexes[ 9*3+0] = 6;
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indexes[ 9*3+1] = 3;
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indexes[ 9*3+2] = 7;
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indexes[10*3+0] = 6;
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indexes[10*3+1] = 7;
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indexes[10*3+2] = 4;
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indexes[11*3+0] = 6;
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indexes[11*3+1] = 4;
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indexes[11*3+2] = 5;
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GenerateEdgeIndexes();
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}
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/*
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====================
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idSurface_Polytope::SetupOctahedron
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====================
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*/
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void idSurface_Polytope::SetupOctahedron( const idBounds &bounds ) {
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idVec3 center, scale;
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center = bounds.GetCenter();
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scale = bounds[1] - center;
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verts.SetNum( 6 );
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verts[0].xyz = center + idVec3( scale.x, 0.0f, 0.0f );
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verts[1].xyz = center + idVec3( -scale.x, 0.0f, 0.0f );
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verts[2].xyz = center + idVec3( 0.0f, scale.y, 0.0f );
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verts[3].xyz = center + idVec3( 0.0f, -scale.y, 0.0f );
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verts[4].xyz = center + idVec3( 0.0f, 0.0f, scale.z );
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verts[5].xyz = center + idVec3( 0.0f, 0.0f, -scale.z );
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indexes.SetNum( 8*3 );
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indexes[0*3+0] = 4;
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indexes[0*3+1] = 0;
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indexes[0*3+2] = 2;
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indexes[1*3+0] = 4;
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indexes[1*3+1] = 2;
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indexes[1*3+2] = 1;
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indexes[2*3+0] = 4;
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indexes[2*3+1] = 1;
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indexes[2*3+2] = 3;
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indexes[3*3+0] = 4;
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indexes[3*3+1] = 3;
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indexes[3*3+2] = 0;
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indexes[4*3+0] = 5;
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indexes[4*3+1] = 2;
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indexes[4*3+2] = 0;
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indexes[5*3+0] = 5;
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indexes[5*3+1] = 1;
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indexes[5*3+2] = 2;
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indexes[6*3+0] = 5;
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indexes[6*3+1] = 3;
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indexes[6*3+2] = 1;
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indexes[7*3+0] = 5;
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indexes[7*3+1] = 0;
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indexes[7*3+2] = 3;
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GenerateEdgeIndexes();
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}
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/*
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====================
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idSurface_Polytope::SetupDodecahedron
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====================
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*/
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void idSurface_Polytope::SetupDodecahedron( const idBounds &bounds ) {
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}
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/*
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====================
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idSurface_Polytope::SetupIcosahedron
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====================
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*/
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void idSurface_Polytope::SetupIcosahedron( const idBounds &bounds ) {
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}
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/*
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====================
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idSurface_Polytope::SetupCylinder
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====================
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*/
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void idSurface_Polytope::SetupCylinder( const idBounds &bounds, const int numSides ) {
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}
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/*
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====================
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idSurface_Polytope::SetupCone
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====================
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*/
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void idSurface_Polytope::SetupCone( const idBounds &bounds, const int numSides ) {
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}
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/*
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====================
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idSurface_Polytope::SplitPolytope
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====================
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*/
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int idSurface_Polytope::SplitPolytope( const idPlane &plane, const float epsilon, idSurface_Polytope **front, idSurface_Polytope **back ) const {
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int side, i, j, s, v0, v1, v2, edgeNum;
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idSurface *surface[2];
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idSurface_Polytope *polytopeSurfaces[2], *surf;
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int *onPlaneEdges[2];
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onPlaneEdges[0] = (int *) _alloca( indexes.Num() / 3 * sizeof( int ) );
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onPlaneEdges[1] = (int *) _alloca( indexes.Num() / 3 * sizeof( int ) );
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side = Split( plane, epsilon, &surface[0], &surface[1], onPlaneEdges[0], onPlaneEdges[1] );
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*front = polytopeSurfaces[0] = new idSurface_Polytope;
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*back = polytopeSurfaces[1] = new idSurface_Polytope;
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for ( s = 0; s < 2; s++ ) {
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if ( surface[s] ) {
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polytopeSurfaces[s] = new idSurface_Polytope;
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polytopeSurfaces[s]->SwapTriangles( *surface[s] );
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delete surface[s];
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surface[s] = NULL;
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}
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}
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*front = polytopeSurfaces[0];
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*back = polytopeSurfaces[1];
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if ( side != SIDE_CROSS ) {
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return side;
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}
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// add triangles to close off the front and back polytope
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for ( s = 0; s < 2; s++ ) {
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surf = polytopeSurfaces[s];
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edgeNum = surf->edgeIndexes[onPlaneEdges[s][0]];
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v0 = surf->edges[abs(edgeNum)].verts[INTSIGNBITSET(edgeNum)];
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v1 = surf->edges[abs(edgeNum)].verts[INTSIGNBITNOTSET(edgeNum)];
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for ( i = 1; onPlaneEdges[s][i] >= 0; i++ ) {
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for ( j = i+1; onPlaneEdges[s][j] >= 0; j++ ) {
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edgeNum = surf->edgeIndexes[onPlaneEdges[s][j]];
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if ( v1 == surf->edges[abs(edgeNum)].verts[INTSIGNBITSET(edgeNum)] ) {
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v1 = surf->edges[abs(edgeNum)].verts[INTSIGNBITNOTSET(edgeNum)];
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idSwap( onPlaneEdges[s][i], onPlaneEdges[s][j] );
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break;
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}
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}
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}
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for ( i = 2; onPlaneEdges[s][i] >= 0; i++ ) {
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edgeNum = surf->edgeIndexes[onPlaneEdges[s][i]];
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v1 = surf->edges[abs(edgeNum)].verts[INTSIGNBITNOTSET(edgeNum)];
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v2 = surf->edges[abs(edgeNum)].verts[INTSIGNBITSET(edgeNum)];
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surf->indexes.Append( v0 );
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surf->indexes.Append( v1 );
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surf->indexes.Append( v2 );
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}
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surf->GenerateEdgeIndexes();
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}
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return side;
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}
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