mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 12:21:04 +00:00
1601 lines
34 KiB
C++
1601 lines
34 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#pragma hdrstop
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#include "../precompiled.h"
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//===============================================================
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//
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// idWinding
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//
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//===============================================================
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/*
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=============
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idWinding::ReAllocate
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=============
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*/
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bool idWinding::ReAllocate( int n, bool keep ) {
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idVec5 *oldP;
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oldP = p;
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n = (n+3) & ~3; // align up to multiple of four
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p = new (TAG_IDLIB_WINDING) idVec5[n];
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if ( oldP ) {
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if ( keep ) {
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memcpy( p, oldP, numPoints * sizeof(p[0]) );
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}
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delete[] oldP;
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}
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allocedSize = n;
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return true;
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}
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/*
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=============
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idWinding::BaseForPlane
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=============
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*/
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void idWinding::BaseForPlane( const idVec3 &normal, const float dist ) {
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idVec3 org, vright, vup;
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org = normal * dist;
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normal.NormalVectors( vup, vright );
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vup *= MAX_WORLD_SIZE;
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vright *= MAX_WORLD_SIZE;
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EnsureAlloced( 4 );
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numPoints = 4;
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p[0].ToVec3() = org - vright + vup;
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p[0].s = p[0].t = 0.0f;
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p[1].ToVec3() = org + vright + vup;
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p[1].s = p[1].t = 0.0f;
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p[2].ToVec3() = org + vright - vup;
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p[2].s = p[2].t = 0.0f;
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p[3].ToVec3() = org - vright - vup;
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p[3].s = p[3].t = 0.0f;
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}
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/*
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=============
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idWinding::Split
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=============
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*/
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int idWinding::Split( const idPlane &plane, const float epsilon, idWinding **front, idWinding **back ) const {
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float * dists;
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byte * sides;
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int counts[3];
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float dot;
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int i, j;
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const idVec5 * p1, *p2;
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idVec5 mid;
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idWinding * f, *b;
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int maxpts;
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assert( this );
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dists = (float *) _alloca( (numPoints+4) * sizeof( float ) );
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sides = (byte *) _alloca( (numPoints+4) * sizeof( byte ) );
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counts[0] = counts[1] = counts[2] = 0;
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// determine sides for each point
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for ( i = 0; i < numPoints; i++ ) {
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dists[i] = dot = plane.Distance( p[i].ToVec3() );
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if ( dot > epsilon ) {
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sides[i] = SIDE_FRONT;
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} else if ( dot < -epsilon ) {
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sides[i] = SIDE_BACK;
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} else {
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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*front = *back = NULL;
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// if coplanar, put on the front side if the normals match
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if ( !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {
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idPlane windingPlane;
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GetPlane( windingPlane );
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if ( windingPlane.Normal() * plane.Normal() > 0.0f ) {
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*front = Copy();
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return SIDE_FRONT;
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} else {
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*back = Copy();
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return SIDE_BACK;
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}
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}
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// if nothing at the front of the clipping plane
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if ( !counts[SIDE_FRONT] ) {
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*back = Copy();
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return SIDE_BACK;
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}
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// if nothing at the back of the clipping plane
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if ( !counts[SIDE_BACK] ) {
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*front = Copy();
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return SIDE_FRONT;
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}
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maxpts = numPoints+4; // cant use counts[0]+2 because of fp grouping errors
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*front = f = new (TAG_IDLIB_WINDING) idWinding(maxpts);
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*back = b = new (TAG_IDLIB_WINDING) idWinding(maxpts);
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for (i = 0; i < numPoints; i++) {
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p1 = &p[i];
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if ( sides[i] == SIDE_ON ) {
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f->p[f->numPoints] = *p1;
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f->numPoints++;
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b->p[b->numPoints] = *p1;
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b->numPoints++;
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continue;
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}
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if ( sides[i] == SIDE_FRONT ) {
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f->p[f->numPoints] = *p1;
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f->numPoints++;
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}
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if ( sides[i] == SIDE_BACK ) {
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b->p[b->numPoints] = *p1;
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b->numPoints++;
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}
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if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
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continue;
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}
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// generate a split point
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p2 = &p[(i+1)%numPoints];
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// always calculate the split going from the same side
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// or minor epsilon issues can happen
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if ( sides[i] == SIDE_FRONT ) {
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dot = dists[i] / ( dists[i] - dists[i+1] );
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for ( j = 0; j < 3; j++ ) {
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// avoid round off error when possible
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if ( plane.Normal()[j] == 1.0f ) {
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mid[j] = plane.Dist();
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} else if ( plane.Normal()[j] == -1.0f ) {
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mid[j] = -plane.Dist();
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} else {
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mid[j] = (*p1)[j] + dot * ( (*p2)[j] - (*p1)[j] );
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}
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}
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mid.s = p1->s + dot * ( p2->s - p1->s );
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mid.t = p1->t + dot * ( p2->t - p1->t );
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} else {
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dot = dists[i+1] / ( dists[i+1] - dists[i] );
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for ( j = 0; j < 3; j++ ) {
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// avoid round off error when possible
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if ( plane.Normal()[j] == 1.0f ) {
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mid[j] = plane.Dist();
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} else if ( plane.Normal()[j] == -1.0f ) {
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mid[j] = -plane.Dist();
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} else {
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mid[j] = (*p2)[j] + dot * ( (*p1)[j] - (*p2)[j] );
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}
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}
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mid.s = p2->s + dot * ( p1->s - p2->s );
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mid.t = p2->t + dot * ( p1->t - p2->t );
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}
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f->p[f->numPoints] = mid;
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f->numPoints++;
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b->p[b->numPoints] = mid;
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b->numPoints++;
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}
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if ( f->numPoints > maxpts || b->numPoints > maxpts ) {
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idLib::common->FatalError( "idWinding::Split: points exceeded estimate." );
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}
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return SIDE_CROSS;
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}
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/*
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=============
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idWinding::Clip
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=============
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*/
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idWinding *idWinding::Clip( const idPlane &plane, const float epsilon, const bool keepOn ) {
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float * dists;
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byte * sides;
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idVec5 * newPoints;
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int newNumPoints;
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int counts[3];
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float dot;
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int i, j;
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idVec5 * p1, *p2;
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idVec5 mid;
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int maxpts;
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assert( this );
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dists = (float *) _alloca( (numPoints+4) * sizeof( float ) );
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sides = (byte *) _alloca( (numPoints+4) * sizeof( byte ) );
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counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
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// determine sides for each point
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for ( i = 0; i < numPoints; i++ ) {
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dists[i] = dot = plane.Distance( p[i].ToVec3() );
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if ( dot > epsilon ) {
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sides[i] = SIDE_FRONT;
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} else if ( dot < -epsilon ) {
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sides[i] = SIDE_BACK;
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} else {
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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// if the winding is on the plane and we should keep it
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if ( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {
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return this;
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}
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// if nothing at the front of the clipping plane
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if ( !counts[SIDE_FRONT] ) {
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delete this;
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return NULL;
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}
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// if nothing at the back of the clipping plane
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if ( !counts[SIDE_BACK] ) {
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return this;
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}
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maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
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newPoints = (idVec5 *) _alloca16( maxpts * sizeof( idVec5 ) );
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newNumPoints = 0;
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for ( i = 0; i < numPoints; i++ ) {
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p1 = &p[i];
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if ( newNumPoints+1 > maxpts ) {
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return this; // can't split -- fall back to original
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}
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if ( sides[i] == SIDE_ON ) {
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newPoints[newNumPoints] = *p1;
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newNumPoints++;
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continue;
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}
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if ( sides[i] == SIDE_FRONT ) {
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newPoints[newNumPoints] = *p1;
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newNumPoints++;
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}
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if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
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continue;
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}
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if ( newNumPoints+1 > maxpts ) {
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return this; // can't split -- fall back to original
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}
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// generate a split point
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p2 = &p[(i+1)%numPoints];
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dot = dists[i] / (dists[i] - dists[i+1]);
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for ( j = 0; j < 3; j++ ) {
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// avoid round off error when possible
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if ( plane.Normal()[j] == 1.0f ) {
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mid[j] = plane.Dist();
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} else if ( plane.Normal()[j] == -1.0f ) {
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mid[j] = -plane.Dist();
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} else {
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mid[j] = (*p1)[j] + dot * ( (*p2)[j] - (*p1)[j] );
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}
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}
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mid.s = p1->s + dot * ( p2->s - p1->s );
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mid.t = p1->t + dot * ( p2->t - p1->t );
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newPoints[newNumPoints] = mid;
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newNumPoints++;
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}
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if ( !EnsureAlloced( newNumPoints, false ) ) {
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return this;
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}
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numPoints = newNumPoints;
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memcpy( p, newPoints, newNumPoints * sizeof(idVec5) );
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return this;
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}
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/*
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=============
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idWinding::ClipInPlace
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=============
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*/
|
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bool idWinding::ClipInPlace( const idPlane &plane, const float epsilon, const bool keepOn ) {
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||
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float* dists;
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byte * sides;
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idVec5 * newPoints;
|
||
|
int newNumPoints;
|
||
|
int counts[3];
|
||
|
float dot;
|
||
|
int i, j;
|
||
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idVec5 * p1, *p2;
|
||
|
idVec5 mid;
|
||
|
int maxpts;
|
||
|
|
||
|
assert( this );
|
||
|
|
||
|
dists = (float *) _alloca( (numPoints+4) * sizeof( float ) );
|
||
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sides = (byte *) _alloca( (numPoints+4) * sizeof( byte ) );
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counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
|
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|
||
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// determine sides for each point
|
||
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for ( i = 0; i < numPoints; i++ ) {
|
||
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dists[i] = dot = plane.Distance( p[i].ToVec3() );
|
||
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if ( dot > epsilon ) {
|
||
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sides[i] = SIDE_FRONT;
|
||
|
} else if ( dot < -epsilon ) {
|
||
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sides[i] = SIDE_BACK;
|
||
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} else {
|
||
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sides[i] = SIDE_ON;
|
||
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}
|
||
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counts[sides[i]]++;
|
||
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}
|
||
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sides[i] = sides[0];
|
||
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dists[i] = dists[0];
|
||
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|
||
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// if the winding is on the plane and we should keep it
|
||
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if ( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {
|
||
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return true;
|
||
|
}
|
||
|
// if nothing at the front of the clipping plane
|
||
|
if ( !counts[SIDE_FRONT] ) {
|
||
|
numPoints = 0;
|
||
|
return false;
|
||
|
}
|
||
|
// if nothing at the back of the clipping plane
|
||
|
if ( !counts[SIDE_BACK] ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
|
||
|
|
||
|
newPoints = (idVec5 *) _alloca16( maxpts * sizeof( idVec5 ) );
|
||
|
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 < 3; j++ ) {
|
||
|
// avoid round off error when possible
|
||
|
if ( plane.Normal()[j] == 1.0f ) {
|
||
|
mid[j] = plane.Dist();
|
||
|
} else if ( plane.Normal()[j] == -1.0f ) {
|
||
|
mid[j] = -plane.Dist();
|
||
|
} else {
|
||
|
mid[j] = (*p1)[j] + dot * ( (*p2)[j] - (*p1)[j] );
|
||
|
}
|
||
|
}
|
||
|
mid.s = p1->s + dot * ( p2->s - p1->s );
|
||
|
mid.t = p1->t + dot * ( p2->t - p1->t );
|
||
|
|
||
|
newPoints[newNumPoints] = mid;
|
||
|
newNumPoints++;
|
||
|
}
|
||
|
|
||
|
if ( !EnsureAlloced( newNumPoints, false ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
numPoints = newNumPoints;
|
||
|
memcpy( p, newPoints, newNumPoints * sizeof(idVec5) );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::Copy
|
||
|
=============
|
||
|
*/
|
||
|
idWinding *idWinding::Copy() const {
|
||
|
idWinding *w;
|
||
|
|
||
|
w = new (TAG_IDLIB_WINDING) idWinding( numPoints );
|
||
|
w->numPoints = numPoints;
|
||
|
memcpy( w->p, p, numPoints * sizeof(p[0]) );
|
||
|
return w;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::Reverse
|
||
|
=============
|
||
|
*/
|
||
|
idWinding *idWinding::Reverse() const {
|
||
|
idWinding *w;
|
||
|
int i;
|
||
|
|
||
|
w = new (TAG_IDLIB_WINDING) idWinding( numPoints );
|
||
|
w->numPoints = numPoints;
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
w->p[ numPoints - i - 1 ] = p[i];
|
||
|
}
|
||
|
return w;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::ReverseSelf
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::ReverseSelf() {
|
||
|
idVec5 v;
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < (numPoints>>1); i++ ) {
|
||
|
v = p[i];
|
||
|
p[i] = p[numPoints - i - 1];
|
||
|
p[numPoints - i - 1] = v;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::Check
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::Check( bool print ) const {
|
||
|
int i, j;
|
||
|
float d, edgedist;
|
||
|
idVec3 dir, edgenormal;
|
||
|
float area;
|
||
|
idPlane plane;
|
||
|
|
||
|
if ( numPoints < 3 ) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: only %i points.", numPoints );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
area = GetArea();
|
||
|
if ( area < 1.0f ) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: tiny area: %f", area );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
GetPlane( plane );
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
const idVec3 &p1 = p[i].ToVec3();
|
||
|
|
||
|
// check if the winding is huge
|
||
|
for ( j = 0; j < 3; j++ ) {
|
||
|
if ( p1[j] >= MAX_WORLD_COORD || p1[j] <= MIN_WORLD_COORD ) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: point %d outside world %c-axis: %f", i, 'X'+j, p1[j] );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
j = i + 1 == numPoints ? 0 : i + 1;
|
||
|
|
||
|
// check if the point is on the face plane
|
||
|
d = p1 * plane.Normal() + plane[3];
|
||
|
if ( d < -ON_EPSILON || d > ON_EPSILON ) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: point %d off plane.", i );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// check if the edge isn't degenerate
|
||
|
const idVec3 &p2 = p[j].ToVec3();
|
||
|
dir = p2 - p1;
|
||
|
|
||
|
if ( dir.Length() < ON_EPSILON) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: edge %d is degenerate.", i );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// check if the winding is convex
|
||
|
edgenormal = plane.Normal().Cross( dir );
|
||
|
edgenormal.Normalize();
|
||
|
edgedist = p1 * edgenormal;
|
||
|
edgedist += ON_EPSILON;
|
||
|
|
||
|
// all other points must be on front side
|
||
|
for ( j = 0; j < numPoints; j++ ) {
|
||
|
if ( j == i ) {
|
||
|
continue;
|
||
|
}
|
||
|
d = p[j].ToVec3() * edgenormal;
|
||
|
if ( d > edgedist ) {
|
||
|
if ( print ) {
|
||
|
idLib::common->Printf( "idWinding::Check: non-convex." );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetArea
|
||
|
=============
|
||
|
*/
|
||
|
float idWinding::GetArea() const {
|
||
|
int i;
|
||
|
idVec3 d1, d2, cross;
|
||
|
float total;
|
||
|
|
||
|
total = 0.0f;
|
||
|
for ( i = 2; i < numPoints; i++ ) {
|
||
|
d1 = p[i-1].ToVec3() - p[0].ToVec3();
|
||
|
d2 = p[i].ToVec3() - p[0].ToVec3();
|
||
|
cross = d1.Cross( d2 );
|
||
|
total += cross.Length();
|
||
|
}
|
||
|
return total * 0.5f;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetRadius
|
||
|
=============
|
||
|
*/
|
||
|
float idWinding::GetRadius( const idVec3 ¢er ) const {
|
||
|
int i;
|
||
|
float radius, r;
|
||
|
idVec3 dir;
|
||
|
|
||
|
radius = 0.0f;
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
dir = p[i].ToVec3() - center;
|
||
|
r = dir * dir;
|
||
|
if ( r > radius ) {
|
||
|
radius = r;
|
||
|
}
|
||
|
}
|
||
|
return idMath::Sqrt( radius );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetCenter
|
||
|
=============
|
||
|
*/
|
||
|
idVec3 idWinding::GetCenter() const {
|
||
|
int i;
|
||
|
idVec3 center;
|
||
|
|
||
|
center.Zero();
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
center += p[i].ToVec3();
|
||
|
}
|
||
|
center *= ( 1.0f / numPoints );
|
||
|
return center;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetPlane
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::GetPlane( idVec3 &normal, float &dist ) const {
|
||
|
idVec3 v1, v2, center;
|
||
|
|
||
|
if ( numPoints < 3 ) {
|
||
|
normal.Zero();
|
||
|
dist = 0.0f;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
center = GetCenter();
|
||
|
v1 = p[0].ToVec3() - center;
|
||
|
v2 = p[1].ToVec3() - center;
|
||
|
normal = v2.Cross( v1 );
|
||
|
normal.Normalize();
|
||
|
dist = p[0].ToVec3() * normal;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetPlane
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::GetPlane( idPlane &plane ) const {
|
||
|
idVec3 v1, v2;
|
||
|
idVec3 center;
|
||
|
|
||
|
if ( numPoints < 3 ) {
|
||
|
plane.Zero();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
center = GetCenter();
|
||
|
v1 = p[0].ToVec3() - center;
|
||
|
v2 = p[1].ToVec3() - center;
|
||
|
plane.SetNormal( v2.Cross( v1 ) );
|
||
|
plane.Normalize();
|
||
|
plane.FitThroughPoint( p[0].ToVec3() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::GetBounds
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::GetBounds( idBounds &bounds ) const {
|
||
|
int i;
|
||
|
|
||
|
if ( !numPoints ) {
|
||
|
bounds.Clear();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bounds[0] = bounds[1] = p[0].ToVec3();
|
||
|
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;
|
||
|
}
|
||
|
if ( p[i].z < bounds[0].z ) {
|
||
|
bounds[0].z = p[i].z;
|
||
|
} else if ( p[i].z > bounds[1].z ) {
|
||
|
bounds[1].z = p[i].z;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::RemoveEqualPoints
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::RemoveEqualPoints( const float epsilon ) {
|
||
|
int i, j;
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
if ( (p[i].ToVec3() - p[(i+numPoints-1)%numPoints].ToVec3()).LengthSqr() >= Square( epsilon ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
numPoints--;
|
||
|
for ( j = i; j < numPoints; j++ ) {
|
||
|
p[j] = p[j+1];
|
||
|
}
|
||
|
i--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::RemoveColinearPoints
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::RemoveColinearPoints( const idVec3 &normal, const float epsilon ) {
|
||
|
int i, j;
|
||
|
idVec3 edgeNormal;
|
||
|
float dist;
|
||
|
|
||
|
if ( numPoints <= 3 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
|
||
|
// create plane through edge orthogonal to winding plane
|
||
|
edgeNormal = (p[i].ToVec3() - p[(i+numPoints-1)%numPoints].ToVec3()).Cross( normal );
|
||
|
edgeNormal.Normalize();
|
||
|
dist = edgeNormal * p[i].ToVec3();
|
||
|
|
||
|
if ( idMath::Fabs( edgeNormal * p[(i+1)%numPoints].ToVec3() - dist ) > epsilon ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
numPoints--;
|
||
|
for ( j = i; j < numPoints; j++ ) {
|
||
|
p[j] = p[j+1];
|
||
|
}
|
||
|
i--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::AddToConvexHull
|
||
|
|
||
|
Adds the given winding to the convex hull.
|
||
|
Assumes the current winding already is a convex hull with three or more points.
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::AddToConvexHull( const idWinding *winding, const idVec3 &normal, const float epsilon ) {
|
||
|
int i, j, k;
|
||
|
idVec3 dir;
|
||
|
float d;
|
||
|
int maxPts;
|
||
|
idVec3 * hullDirs;
|
||
|
bool * hullSide;
|
||
|
bool outside;
|
||
|
int numNewHullPoints;
|
||
|
idVec5 * newHullPoints;
|
||
|
|
||
|
if ( !winding ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
maxPts = this->numPoints + winding->numPoints;
|
||
|
|
||
|
if ( !this->EnsureAlloced( maxPts, true ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
newHullPoints = (idVec5 *) _alloca( maxPts * sizeof( idVec5 ) );
|
||
|
hullDirs = (idVec3 *) _alloca( maxPts * sizeof( idVec3 ) );
|
||
|
hullSide = (bool *) _alloca( maxPts * sizeof( bool ) );
|
||
|
|
||
|
for ( i = 0; i < winding->numPoints; i++ ) {
|
||
|
const idVec5 &p1 = winding->p[i];
|
||
|
|
||
|
// calculate hull edge vectors
|
||
|
for ( j = 0; j < this->numPoints; j++ ) {
|
||
|
dir = this->p[ (j + 1) % this->numPoints ].ToVec3() - this->p[ j ].ToVec3();
|
||
|
dir.Normalize();
|
||
|
hullDirs[j] = normal.Cross( dir );
|
||
|
}
|
||
|
|
||
|
// calculate side for each hull edge
|
||
|
outside = false;
|
||
|
for ( j = 0; j < this->numPoints; j++ ) {
|
||
|
dir = p1.ToVec3() - this->p[j].ToVec3();
|
||
|
d = dir * hullDirs[j];
|
||
|
if ( d >= epsilon ) {
|
||
|
outside = true;
|
||
|
}
|
||
|
if ( d >= -epsilon ) {
|
||
|
hullSide[j] = true;
|
||
|
} else {
|
||
|
hullSide[j] = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the point is effectively inside, do nothing
|
||
|
if ( !outside ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// find the back side to front side transition
|
||
|
for ( j = 0; j < this->numPoints; j++ ) {
|
||
|
if ( !hullSide[ j ] && hullSide[ (j + 1) % this->numPoints ] ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( j >= this->numPoints ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// insert the point here
|
||
|
newHullPoints[0] = p1;
|
||
|
numNewHullPoints = 1;
|
||
|
|
||
|
// copy over all points that aren't double fronts
|
||
|
j = (j+1) % this->numPoints;
|
||
|
for ( k = 0; k < this->numPoints; k++ ) {
|
||
|
if ( hullSide[ (j+k) % this->numPoints ] && hullSide[ (j+k+1) % this->numPoints ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
newHullPoints[numNewHullPoints] = this->p[ (j+k+1) % this->numPoints ];
|
||
|
numNewHullPoints++;
|
||
|
}
|
||
|
|
||
|
this->numPoints = numNewHullPoints;
|
||
|
memcpy( this->p, newHullPoints, numNewHullPoints * sizeof(idVec5) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::AddToConvexHull
|
||
|
|
||
|
Add a point to the convex hull.
|
||
|
The current winding must be convex but may be degenerate and can have less than three points.
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::AddToConvexHull( const idVec3 &point, const idVec3 &normal, const float epsilon ) {
|
||
|
int j, k, numHullPoints;
|
||
|
idVec3 dir;
|
||
|
float d;
|
||
|
idVec3 * hullDirs;
|
||
|
bool * hullSide;
|
||
|
idVec5 * hullPoints;
|
||
|
bool outside;
|
||
|
|
||
|
switch( numPoints ) {
|
||
|
case 0: {
|
||
|
p[0] = point;
|
||
|
numPoints++;
|
||
|
return;
|
||
|
}
|
||
|
case 1: {
|
||
|
// don't add the same point second
|
||
|
if ( p[0].ToVec3().Compare( point, epsilon ) ) {
|
||
|
return;
|
||
|
}
|
||
|
p[1].ToVec3() = point;
|
||
|
numPoints++;
|
||
|
return;
|
||
|
}
|
||
|
case 2: {
|
||
|
// don't add a point if it already exists
|
||
|
if ( p[0].ToVec3().Compare( point, epsilon ) || p[1].ToVec3().Compare( point, epsilon ) ) {
|
||
|
return;
|
||
|
}
|
||
|
// if only two points make sure we have the right ordering according to the normal
|
||
|
dir = point - p[0].ToVec3();
|
||
|
dir = dir.Cross( p[1].ToVec3() - p[0].ToVec3() );
|
||
|
if ( dir[0] == 0.0f && dir[1] == 0.0f && dir[2] == 0.0f ) {
|
||
|
// points don't make a plane
|
||
|
return;
|
||
|
}
|
||
|
if ( dir * normal > 0.0f ) {
|
||
|
p[2].ToVec3() = point;
|
||
|
}
|
||
|
else {
|
||
|
p[2] = p[1];
|
||
|
p[1].ToVec3() = point;
|
||
|
}
|
||
|
numPoints++;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hullDirs = (idVec3 *) _alloca( numPoints * sizeof( idVec3 ) );
|
||
|
hullSide = (bool *) _alloca( numPoints * sizeof( bool ) );
|
||
|
|
||
|
// calculate hull edge vectors
|
||
|
for ( j = 0; j < numPoints; j++ ) {
|
||
|
dir = p[(j + 1) % numPoints].ToVec3() - p[j].ToVec3();
|
||
|
hullDirs[j] = normal.Cross( dir );
|
||
|
}
|
||
|
|
||
|
// calculate side for each hull edge
|
||
|
outside = false;
|
||
|
for ( j = 0; j < numPoints; j++ ) {
|
||
|
dir = point - p[j].ToVec3();
|
||
|
d = dir * hullDirs[j];
|
||
|
if ( d >= epsilon ) {
|
||
|
outside = true;
|
||
|
}
|
||
|
if ( d >= -epsilon ) {
|
||
|
hullSide[j] = true;
|
||
|
} else {
|
||
|
hullSide[j] = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the point is effectively inside, do nothing
|
||
|
if ( !outside ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// find the back side to front side transition
|
||
|
for ( j = 0; j < numPoints; j++ ) {
|
||
|
if ( !hullSide[ j ] && hullSide[ (j + 1) % numPoints ] ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( j >= numPoints ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
hullPoints = (idVec5 *) _alloca( (numPoints+1) * sizeof( idVec5 ) );
|
||
|
|
||
|
// insert the point here
|
||
|
hullPoints[0] = point;
|
||
|
numHullPoints = 1;
|
||
|
|
||
|
// copy over all points that aren't double fronts
|
||
|
j = (j+1) % numPoints;
|
||
|
for ( k = 0; k < numPoints; k++ ) {
|
||
|
if ( hullSide[ (j+k) % numPoints ] && hullSide[ (j+k+1) % numPoints ] ) {
|
||
|
continue;
|
||
|
}
|
||
|
hullPoints[numHullPoints] = p[ (j+k+1) % numPoints ];
|
||
|
numHullPoints++;
|
||
|
}
|
||
|
|
||
|
if ( !EnsureAlloced( numHullPoints, false ) ) {
|
||
|
return;
|
||
|
}
|
||
|
numPoints = numHullPoints;
|
||
|
memcpy( p, hullPoints, numHullPoints * sizeof(idVec5) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::TryMerge
|
||
|
=============
|
||
|
*/
|
||
|
#define CONTINUOUS_EPSILON 0.005f
|
||
|
|
||
|
idWinding *idWinding::TryMerge( const idWinding &w, const idVec3 &planenormal, int keep ) const {
|
||
|
idVec3 *p1, *p2, *p3, *p4, *back;
|
||
|
idWinding *newf;
|
||
|
const idWinding *f1, *f2;
|
||
|
int i, j, k, l;
|
||
|
idVec3 normal, delta;
|
||
|
float dot;
|
||
|
bool keep1, keep2;
|
||
|
|
||
|
f1 = this;
|
||
|
f2 = &w;
|
||
|
//
|
||
|
// find a idLib::common edge
|
||
|
//
|
||
|
p1 = p2 = NULL; // stop compiler warning
|
||
|
j = 0;
|
||
|
|
||
|
for ( i = 0; i < f1->numPoints; i++ ) {
|
||
|
p1 = &f1->p[i].ToVec3();
|
||
|
p2 = &f1->p[(i+1) % f1->numPoints].ToVec3();
|
||
|
for ( j = 0; j < f2->numPoints; j++ ) {
|
||
|
p3 = &f2->p[j].ToVec3();
|
||
|
p4 = &f2->p[(j+1) % f2->numPoints].ToVec3();
|
||
|
for (k = 0; k < 3; k++ ) {
|
||
|
if ( idMath::Fabs((*p1)[k] - (*p4)[k]) > 0.1f ) {
|
||
|
break;
|
||
|
}
|
||
|
if ( idMath::Fabs((*p2)[k] - (*p3)[k]) > 0.1f ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( k == 3 ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( j < f2->numPoints ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( i == f1->numPoints ) {
|
||
|
return NULL; // no matching edges
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// check slope of connected lines
|
||
|
// if the slopes are colinear, the point can be removed
|
||
|
//
|
||
|
back = &f1->p[(i+f1->numPoints-1)%f1->numPoints].ToVec3();
|
||
|
delta = (*p1) - (*back);
|
||
|
normal = planenormal.Cross(delta);
|
||
|
normal.Normalize();
|
||
|
|
||
|
back = &f2->p[(j+2)%f2->numPoints].ToVec3();
|
||
|
delta = (*back) - (*p1);
|
||
|
dot = delta * normal;
|
||
|
if ( dot > CONTINUOUS_EPSILON ) {
|
||
|
return NULL; // not a convex polygon
|
||
|
}
|
||
|
|
||
|
keep1 = (bool)(dot < -CONTINUOUS_EPSILON);
|
||
|
|
||
|
back = &f1->p[(i+2)%f1->numPoints].ToVec3();
|
||
|
delta = (*back) - (*p2);
|
||
|
normal = planenormal.Cross( delta );
|
||
|
normal.Normalize();
|
||
|
|
||
|
back = &f2->p[(j+f2->numPoints-1)%f2->numPoints].ToVec3();
|
||
|
delta = (*back) - (*p2);
|
||
|
dot = delta * normal;
|
||
|
if ( dot > CONTINUOUS_EPSILON ) {
|
||
|
return NULL; // not a convex polygon
|
||
|
}
|
||
|
|
||
|
keep2 = (bool)(dot < -CONTINUOUS_EPSILON);
|
||
|
|
||
|
//
|
||
|
// build the new polygon
|
||
|
//
|
||
|
newf = new (TAG_IDLIB_WINDING) idWinding( f1->numPoints + f2->numPoints );
|
||
|
|
||
|
// copy first polygon
|
||
|
for ( k = (i+1) % f1->numPoints; k != i; k = (k+1) % f1->numPoints ) {
|
||
|
if ( !keep && k == (i+1) % f1->numPoints && !keep2 ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
newf->p[newf->numPoints] = f1->p[k];
|
||
|
newf->numPoints++;
|
||
|
}
|
||
|
|
||
|
// copy second polygon
|
||
|
for ( l = (j+1) % f2->numPoints; l != j; l = (l+1) % f2->numPoints ) {
|
||
|
if ( !keep && l == (j+1) % f2->numPoints && !keep1 ) {
|
||
|
continue;
|
||
|
}
|
||
|
newf->p[newf->numPoints] = f2->p[l];
|
||
|
newf->numPoints++;
|
||
|
}
|
||
|
|
||
|
return newf;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::RemovePoint
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::RemovePoint( int point ) {
|
||
|
if ( point < 0 || point >= numPoints ) {
|
||
|
idLib::common->FatalError( "idWinding::removePoint: point out of range" );
|
||
|
}
|
||
|
if ( point < numPoints - 1) {
|
||
|
memmove(&p[point], &p[point+1], (numPoints - point - 1) * sizeof(p[0]) );
|
||
|
}
|
||
|
numPoints--;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::InsertPoint
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::InsertPoint( const idVec5 &point, int spot ) {
|
||
|
int i;
|
||
|
|
||
|
if ( spot > numPoints ) {
|
||
|
idLib::common->FatalError( "idWinding::insertPoint: spot > numPoints" );
|
||
|
}
|
||
|
|
||
|
if ( spot < 0 ) {
|
||
|
idLib::common->FatalError( "idWinding::insertPoint: spot < 0" );
|
||
|
}
|
||
|
|
||
|
EnsureAlloced( numPoints+1, true );
|
||
|
for ( i = numPoints; i > spot; i-- ) {
|
||
|
p[i] = p[i-1];
|
||
|
}
|
||
|
p[spot] = point;
|
||
|
numPoints++;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::InsertPointIfOnEdge
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::InsertPointIfOnEdge( const idVec5 &point, const idPlane &plane, const float epsilon ) {
|
||
|
int i;
|
||
|
float dist, dot;
|
||
|
idVec3 normal;
|
||
|
|
||
|
// point may not be too far from the winding plane
|
||
|
if ( idMath::Fabs( plane.Distance( point.ToVec3() ) ) > epsilon ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
|
||
|
// create plane through edge orthogonal to winding plane
|
||
|
normal = (p[(i+1)%numPoints].ToVec3() - p[i].ToVec3()).Cross( plane.Normal() );
|
||
|
normal.Normalize();
|
||
|
dist = normal * p[i].ToVec3();
|
||
|
|
||
|
if ( idMath::Fabs( normal * point.ToVec3() - dist ) > epsilon ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
normal = plane.Normal().Cross( normal );
|
||
|
dot = normal * point.ToVec3();
|
||
|
|
||
|
dist = dot - normal * p[i].ToVec3();
|
||
|
|
||
|
if ( dist < epsilon ) {
|
||
|
// if the winding already has the point
|
||
|
if ( dist > -epsilon ) {
|
||
|
return false;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
dist = dot - normal * p[(i+1)%numPoints].ToVec3();
|
||
|
|
||
|
if ( dist > -epsilon ) {
|
||
|
// if the winding already has the point
|
||
|
if ( dist < epsilon ) {
|
||
|
return false;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
InsertPoint( point, i+1 );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::IsTiny
|
||
|
=============
|
||
|
*/
|
||
|
#define EDGE_LENGTH 0.2f
|
||
|
|
||
|
bool idWinding::IsTiny() const {
|
||
|
int i;
|
||
|
float len;
|
||
|
idVec3 delta;
|
||
|
int edges;
|
||
|
|
||
|
edges = 0;
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
delta = p[(i+1)%numPoints].ToVec3() - p[i].ToVec3();
|
||
|
len = delta.Length();
|
||
|
if ( len > EDGE_LENGTH ) {
|
||
|
if ( ++edges == 3 ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::IsHuge
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::IsHuge() const {
|
||
|
int i, j;
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
for ( j = 0; j < 3; j++ ) {
|
||
|
if ( p[i][j] <= MIN_WORLD_COORD || p[i][j] >= MAX_WORLD_COORD ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::Print
|
||
|
=============
|
||
|
*/
|
||
|
void idWinding::Print() const {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
idLib::common->Printf( "(%5.1f, %5.1f, %5.1f)\n", p[i][0], p[i][1], p[i][2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::PlaneDistance
|
||
|
=============
|
||
|
*/
|
||
|
float idWinding::PlaneDistance( const idPlane &plane ) const {
|
||
|
int i;
|
||
|
float d, min, max;
|
||
|
|
||
|
min = idMath::INFINITY;
|
||
|
max = -min;
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
d = plane.Distance( p[i].ToVec3() );
|
||
|
if ( d < min ) {
|
||
|
min = d;
|
||
|
if ( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) ) {
|
||
|
return 0.0f;
|
||
|
}
|
||
|
}
|
||
|
if ( d > max ) {
|
||
|
max = d;
|
||
|
if ( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) ) {
|
||
|
return 0.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( IEEE_FLT_SIGNBITNOTSET( min ) ) {
|
||
|
return min;
|
||
|
}
|
||
|
if ( IEEE_FLT_SIGNBITSET( max ) ) {
|
||
|
return max;
|
||
|
}
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::PlaneSide
|
||
|
=============
|
||
|
*/
|
||
|
int idWinding::PlaneSide( const idPlane &plane, const float epsilon ) const {
|
||
|
bool front, back;
|
||
|
int i;
|
||
|
float d;
|
||
|
|
||
|
front = false;
|
||
|
back = false;
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
d = plane.Distance( p[i].ToVec3() );
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::PlanesConcave
|
||
|
=============
|
||
|
*/
|
||
|
#define WCONVEX_EPSILON 0.2f
|
||
|
|
||
|
bool idWinding::PlanesConcave( const idWinding &w2, const idVec3 &normal1, const idVec3 &normal2, float dist1, float dist2 ) const {
|
||
|
int i;
|
||
|
|
||
|
// check if one of the points of winding 1 is at the back of the plane of winding 2
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
if ( normal2 * p[i].ToVec3() - dist2 > WCONVEX_EPSILON ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// check if one of the points of winding 2 is at the back of the plane of winding 1
|
||
|
for ( i = 0; i < w2.numPoints; i++ ) {
|
||
|
if ( normal1 * w2.p[i].ToVec3() - dist1 > WCONVEX_EPSILON ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::PointInside
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::PointInside( const idVec3 &normal, const idVec3 &point, const float epsilon ) const {
|
||
|
int i;
|
||
|
idVec3 dir, n, pointvec;
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
dir = p[(i+1) % numPoints].ToVec3() - p[i].ToVec3();
|
||
|
pointvec = point - p[i].ToVec3();
|
||
|
|
||
|
n = dir.Cross( normal );
|
||
|
|
||
|
if ( pointvec * n < -epsilon ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::LineIntersection
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::LineIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &end, bool backFaceCull ) const {
|
||
|
float front, back, frac;
|
||
|
idVec3 mid;
|
||
|
|
||
|
front = windingPlane.Distance( start );
|
||
|
back = windingPlane.Distance( end );
|
||
|
|
||
|
// if both points at the same side of the plane
|
||
|
if ( front < 0.0f && back < 0.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( front > 0.0f && back > 0.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if back face culled
|
||
|
if ( backFaceCull && front < 0.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// get point of intersection with winding plane
|
||
|
if ( idMath::Fabs(front - back) < 0.0001f ) {
|
||
|
mid = end;
|
||
|
}
|
||
|
else {
|
||
|
frac = front / (front - back);
|
||
|
mid[0] = start[0] + (end[0] - start[0]) * frac;
|
||
|
mid[1] = start[1] + (end[1] - start[1]) * frac;
|
||
|
mid[2] = start[2] + (end[2] - start[2]) * frac;
|
||
|
}
|
||
|
|
||
|
return PointInside( windingPlane.Normal(), mid, 0.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idWinding::RayIntersection
|
||
|
=============
|
||
|
*/
|
||
|
bool idWinding::RayIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &dir, float &scale, bool backFaceCull ) const {
|
||
|
int i;
|
||
|
bool side, lastside = false;
|
||
|
idPluecker pl1, pl2;
|
||
|
|
||
|
scale = 0.0f;
|
||
|
pl1.FromRay( start, dir );
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
pl2.FromLine( p[i].ToVec3(), p[(i+1)%numPoints].ToVec3() );
|
||
|
side = pl1.PermutedInnerProduct( pl2 ) > 0.0f;
|
||
|
if ( i && side != lastside ) {
|
||
|
return false;
|
||
|
}
|
||
|
lastside = side;
|
||
|
}
|
||
|
if ( !backFaceCull || lastside ) {
|
||
|
windingPlane.RayIntersection( start, dir, scale );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idWinding::TriangleArea
|
||
|
=================
|
||
|
*/
|
||
|
float idWinding::TriangleArea( const idVec3 &a, const idVec3 &b, const idVec3 &c ) {
|
||
|
idVec3 v1, v2;
|
||
|
idVec3 cross;
|
||
|
|
||
|
v1 = b - a;
|
||
|
v2 = c - a;
|
||
|
cross = v1.Cross( v2 );
|
||
|
return 0.5f * cross.Length();
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idFixedWinding
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idFixedWinding::ReAllocate
|
||
|
=============
|
||
|
*/
|
||
|
bool idFixedWinding::ReAllocate( int n, bool keep ) {
|
||
|
|
||
|
assert( n <= MAX_POINTS_ON_WINDING );
|
||
|
|
||
|
if ( n > MAX_POINTS_ON_WINDING ) {
|
||
|
idLib::common->Printf("WARNING: idFixedWinding -> MAX_POINTS_ON_WINDING overflowed\n");
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idFixedWinding::Split
|
||
|
=============
|
||
|
*/
|
||
|
int idFixedWinding::Split( idFixedWinding *back, const idPlane &plane, const float epsilon ) {
|
||
|
int counts[3];
|
||
|
float dists[MAX_POINTS_ON_WINDING+4];
|
||
|
byte sides[MAX_POINTS_ON_WINDING+4];
|
||
|
float dot;
|
||
|
int i, j;
|
||
|
idVec5 *p1, *p2;
|
||
|
idVec5 mid;
|
||
|
idFixedWinding out;
|
||
|
|
||
|
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
|
||
|
|
||
|
// determine sides for each point
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
dists[i] = dot = plane.Distance( p[i].ToVec3() );
|
||
|
if ( dot > epsilon ) {
|
||
|
sides[i] = SIDE_FRONT;
|
||
|
} else if ( dot < -epsilon ) {
|
||
|
sides[i] = SIDE_BACK;
|
||
|
} else {
|
||
|
sides[i] = SIDE_ON;
|
||
|
}
|
||
|
counts[sides[i]]++;
|
||
|
}
|
||
|
|
||
|
if ( !counts[SIDE_BACK] ) {
|
||
|
if ( !counts[SIDE_FRONT] ) {
|
||
|
return SIDE_ON;
|
||
|
}
|
||
|
else {
|
||
|
return SIDE_FRONT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !counts[SIDE_FRONT] ) {
|
||
|
return SIDE_BACK;
|
||
|
}
|
||
|
|
||
|
sides[i] = sides[0];
|
||
|
dists[i] = dists[0];
|
||
|
|
||
|
out.numPoints = 0;
|
||
|
back->numPoints = 0;
|
||
|
|
||
|
for ( i = 0; i < numPoints; i++ ) {
|
||
|
p1 = &p[i];
|
||
|
|
||
|
if ( !out.EnsureAlloced( out.numPoints+1, true ) ) {
|
||
|
return SIDE_FRONT; // can't split -- fall back to original
|
||
|
}
|
||
|
if ( !back->EnsureAlloced( back->numPoints+1, true ) ) {
|
||
|
return SIDE_FRONT; // can't split -- fall back to original
|
||
|
}
|
||
|
|
||
|
if ( sides[i] == SIDE_ON ) {
|
||
|
out.p[out.numPoints] = *p1;
|
||
|
out.numPoints++;
|
||
|
back->p[back->numPoints] = *p1;
|
||
|
back->numPoints++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( sides[i] == SIDE_FRONT ) {
|
||
|
out.p[out.numPoints] = *p1;
|
||
|
out.numPoints++;
|
||
|
}
|
||
|
if ( sides[i] == SIDE_BACK ) {
|
||
|
back->p[back->numPoints] = *p1;
|
||
|
back->numPoints++;
|
||
|
}
|
||
|
|
||
|
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !out.EnsureAlloced( out.numPoints+1, true ) ) {
|
||
|
return SIDE_FRONT; // can't split -- fall back to original
|
||
|
}
|
||
|
|
||
|
if ( !back->EnsureAlloced( back->numPoints+1, true ) ) {
|
||
|
return SIDE_FRONT; // can't split -- fall back to original
|
||
|
}
|
||
|
|
||
|
// generate a split point
|
||
|
j = i + 1;
|
||
|
if ( j >= numPoints ) {
|
||
|
p2 = &p[0];
|
||
|
}
|
||
|
else {
|
||
|
p2 = &p[j];
|
||
|
}
|
||
|
|
||
|
dot = dists[i] / (dists[i] - dists[i+1]);
|
||
|
for ( j = 0; j < 3; j++ ) {
|
||
|
// avoid round off error when possible
|
||
|
if ( plane.Normal()[j] == 1.0f ) {
|
||
|
mid[j] = plane.Dist();
|
||
|
} else if ( plane.Normal()[j] == -1.0f ) {
|
||
|
mid[j] = -plane.Dist();
|
||
|
} else {
|
||
|
mid[j] = (*p1)[j] + dot * ( (*p2)[j] - (*p1)[j] );
|
||
|
}
|
||
|
}
|
||
|
mid.s = p1->s + dot * ( p2->s - p1->s );
|
||
|
mid.t = p1->t + dot * ( p2->t - p1->t );
|
||
|
|
||
|
out.p[out.numPoints] = mid;
|
||
|
out.numPoints++;
|
||
|
back->p[back->numPoints] = mid;
|
||
|
back->numPoints++;
|
||
|
}
|
||
|
for ( i = 0; i < out.numPoints; i++ ) {
|
||
|
p[i] = out.p[i];
|
||
|
}
|
||
|
numPoints = out.numPoints;
|
||
|
|
||
|
return SIDE_CROSS;
|
||
|
}
|