mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 22:52:44 +00:00
155 lines
3.8 KiB
C++
155 lines
3.8 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"
|
|
#pragma hdrstop
|
|
|
|
|
|
idSphere sphere_zero( vec3_zero, 0.0f );
|
|
|
|
|
|
/*
|
|
================
|
|
idSphere::PlaneDistance
|
|
================
|
|
*/
|
|
float idSphere::PlaneDistance( const idPlane &plane ) const {
|
|
float d;
|
|
|
|
d = plane.Distance( origin );
|
|
if ( d > radius ) {
|
|
return d - radius;
|
|
}
|
|
if ( d < -radius ) {
|
|
return d + radius;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSphere::PlaneSide
|
|
================
|
|
*/
|
|
int idSphere::PlaneSide( const idPlane &plane, const float epsilon ) const {
|
|
float d;
|
|
|
|
d = plane.Distance( origin );
|
|
if ( d > radius + epsilon ) {
|
|
return PLANESIDE_FRONT;
|
|
}
|
|
if ( d < -radius - epsilon ) {
|
|
return PLANESIDE_BACK;
|
|
}
|
|
return PLANESIDE_CROSS;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idSphere::LineIntersection
|
|
|
|
Returns true if the line intersects the sphere between the start and end point.
|
|
============
|
|
*/
|
|
bool idSphere::LineIntersection( const idVec3 &start, const idVec3 &end ) const {
|
|
idVec3 r, s, e;
|
|
float a;
|
|
|
|
s = start - origin;
|
|
e = end - origin;
|
|
r = e - s;
|
|
a = -s * r;
|
|
if ( a <= 0 ) {
|
|
return ( s * s < radius * radius );
|
|
}
|
|
else if ( a >= r * r ) {
|
|
return ( e * e < radius * radius );
|
|
}
|
|
else {
|
|
r = s + ( a / ( r * r ) ) * r;
|
|
return ( r * r < radius * radius );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idSphere::RayIntersection
|
|
|
|
Returns true if the ray intersects the sphere.
|
|
The ray can intersect the sphere in both directions from the start point.
|
|
If start is inside the sphere then scale1 < 0 and scale2 > 0.
|
|
============
|
|
*/
|
|
bool idSphere::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const {
|
|
double a, b, c, d, sqrtd;
|
|
idVec3 p;
|
|
|
|
p = start - origin;
|
|
a = dir * dir;
|
|
b = dir * p;
|
|
c = p * p - radius * radius;
|
|
d = b * b - c * a;
|
|
|
|
if ( d < 0.0f ) {
|
|
return false;
|
|
}
|
|
|
|
sqrtd = idMath::Sqrt( d );
|
|
a = 1.0f / a;
|
|
|
|
scale1 = ( -b + sqrtd ) * a;
|
|
scale2 = ( -b - sqrtd ) * a;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idSphere::FromPoints
|
|
|
|
Tight sphere for a point set.
|
|
============
|
|
*/
|
|
void idSphere::FromPoints( const idVec3 *points, const int numPoints ) {
|
|
int i;
|
|
float radiusSqr, dist;
|
|
idVec3 mins, maxs;
|
|
|
|
SIMDProcessor->MinMax( mins, maxs, points, numPoints );
|
|
|
|
origin = ( mins + maxs ) * 0.5f;
|
|
|
|
radiusSqr = 0.0f;
|
|
for ( i = 0; i < numPoints; i++ ) {
|
|
dist = ( points[i] - origin ).LengthSqr();
|
|
if ( dist > radiusSqr ) {
|
|
radiusSqr = dist;
|
|
}
|
|
}
|
|
radius = idMath::Sqrt( radiusSqr );
|
|
}
|