dhewm3/neo/idlib/bv/Frustum_gcc.cpp
dhewg 79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00

143 lines
5.4 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 "../precompiled.h"
void BoxToPoints( const idVec3 &center, const idVec3 &extents, const idMat3 &axis, idVec3 points[8] );
/*
============
idFrustum::ProjectionBounds
============
*/
bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const {
int i, p1, p2, pointCull[8], culled, outside;
float scale1, scale2;
idFrustum localFrustum;
idVec3 points[8], localOrigin;
idMat3 localAxis, localScaled;
idBounds bounds( -box.GetExtents(), box.GetExtents() );
// if the frustum origin is inside the bounds
if ( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) ) {
// bounds that cover the whole frustum
float boxMin, boxMax, base;
base = origin * axis[0];
box.AxisProjection( axis[0], boxMin, boxMax );
projectionBounds[0].x = boxMin - base;
projectionBounds[1].x = boxMax - base;
projectionBounds[0].y = projectionBounds[0].z = -1.0f;
projectionBounds[1].y = projectionBounds[1].z = 1.0f;
return true;
}
projectionBounds.Clear();
// transform the bounds into the space of this frustum
localOrigin = ( box.GetCenter() - origin ) * axis.Transpose();
localAxis = box.GetAxis() * axis.Transpose();
BoxToPoints( localOrigin, box.GetExtents(), localAxis, points );
// test outer four edges of the bounds
culled = -1;
outside = 0;
for ( i = 0; i < 4; i++ ) {
p1 = i;
p2 = 4 + i;
AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
culled &= pointCull[p1] & pointCull[p2];
outside |= pointCull[p1] | pointCull[p2];
}
// if the bounds are completely outside this frustum
if ( culled ) {
return false;
}
// if the bounds are completely inside this frustum
if ( !outside ) {
return true;
}
// test the remaining edges of the bounds
for ( i = 0; i < 4; i++ ) {
p1 = i;
p2 = (i+1)&3;
AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
}
for ( i = 0; i < 4; i++ ) {
p1 = 4 + i;
p2 = 4 + ((i+1)&3);
AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
}
// if the bounds extend beyond two or more boundaries of this frustum
if ( outside != 1 && outside != 2 && outside != 4 && outside != 8 ) {
localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose();
localScaled = axis * box.GetAxis().Transpose();
localScaled[0] *= dFar;
localScaled[1] *= dLeft;
localScaled[2] *= dUp;
// test the outer edges of this frustum for intersection with the bounds
if ( (outside & 2) && (outside & 8) ) {
BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 );
if ( scale1 <= scale2 && scale1 >= 0.0f ) {
projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) );
projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) );
}
}
if ( (outside & 2) && (outside & 4) ) {
BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 );
if ( scale1 <= scale2 && scale1 >= 0.0f ) {
projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, 1.0f ) );
projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, 1.0f ) );
}
}
if ( (outside & 1) && (outside & 8) ) {
BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] - localScaled[2], scale1, scale2 );
if ( scale1 <= scale2 && scale1 >= 0.0f ) {
projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, -1.0f ) );
projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, -1.0f ) );
}
}
if ( (outside & 1) && (outside & 2) ) {
BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] + localScaled[2], scale1, scale2 );
if ( scale1 <= scale2 && scale1 >= 0.0f ) {
projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, 1.0f ) );
projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, 1.0f ) );
}
}
}
return true;
}