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369 lines
10 KiB
C
369 lines
10 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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#ifndef __MATH_PLUECKER_H__
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#define __MATH_PLUECKER_H__
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/*
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===============================================================================
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Pluecker coordinate
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===============================================================================
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*/
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class idPluecker {
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public:
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idPluecker();
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explicit idPluecker( const float *a );
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explicit idPluecker( const idVec3 &start, const idVec3 &end );
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explicit idPluecker( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 );
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float operator[]( const int index ) const;
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float & operator[]( const int index );
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idPluecker operator-() const; // flips the direction
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idPluecker operator*( const float a ) const;
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idPluecker operator/( const float a ) const;
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float operator*( const idPluecker &a ) const; // permuted inner product
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idPluecker operator-( const idPluecker &a ) const;
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idPluecker operator+( const idPluecker &a ) const;
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idPluecker & operator*=( const float a );
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idPluecker & operator/=( const float a );
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idPluecker & operator+=( const idPluecker &a );
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idPluecker & operator-=( const idPluecker &a );
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bool Compare( const idPluecker &a ) const; // exact compare, no epsilon
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bool Compare( const idPluecker &a, const float epsilon ) const; // compare with epsilon
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bool operator==( const idPluecker &a ) const; // exact compare, no epsilon
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bool operator!=( const idPluecker &a ) const; // exact compare, no epsilon
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void Set( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 );
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void Zero();
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void FromLine( const idVec3 &start, const idVec3 &end ); // pluecker from line
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void FromRay( const idVec3 &start, const idVec3 &dir ); // pluecker from ray
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bool FromPlanes( const idPlane &p1, const idPlane &p2 ); // pluecker from intersection of planes
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bool ToLine( idVec3 &start, idVec3 &end ) const; // pluecker to line
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bool ToRay( idVec3 &start, idVec3 &dir ) const; // pluecker to ray
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void ToDir( idVec3 &dir ) const; // pluecker to direction
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float PermutedInnerProduct( const idPluecker &a ) const; // pluecker permuted inner product
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float Distance3DSqr( const idPluecker &a ) const; // pluecker line distance
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float Length() const; // pluecker length
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float LengthSqr() const; // pluecker squared length
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idPluecker Normalize() const; // pluecker normalize
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float NormalizeSelf(); // pluecker normalize
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int GetDimension() const;
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const float * ToFloatPtr() const;
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float * ToFloatPtr();
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const char * ToString( int precision = 2 ) const;
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private:
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float p[6];
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};
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extern idPluecker pluecker_origin;
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#define pluecker_zero pluecker_origin
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ID_INLINE idPluecker::idPluecker() {
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}
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ID_INLINE idPluecker::idPluecker( const float *a ) {
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memcpy( p, a, 6 * sizeof( float ) );
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}
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ID_INLINE idPluecker::idPluecker( const idVec3 &start, const idVec3 &end ) {
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FromLine( start, end );
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}
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ID_INLINE idPluecker::idPluecker( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ) {
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p[0] = a1;
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p[1] = a2;
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p[2] = a3;
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p[3] = a4;
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p[4] = a5;
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p[5] = a6;
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}
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ID_INLINE idPluecker idPluecker::operator-() const {
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return idPluecker( -p[0], -p[1], -p[2], -p[3], -p[4], -p[5] );
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}
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ID_INLINE float idPluecker::operator[]( const int index ) const {
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return p[index];
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}
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ID_INLINE float &idPluecker::operator[]( const int index ) {
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return p[index];
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}
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ID_INLINE idPluecker idPluecker::operator*( const float a ) const {
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return idPluecker( p[0]*a, p[1]*a, p[2]*a, p[3]*a, p[4]*a, p[5]*a );
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}
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ID_INLINE float idPluecker::operator*( const idPluecker &a ) const {
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return p[0] * a.p[4] + p[1] * a.p[5] + p[2] * a.p[3] + p[4] * a.p[0] + p[5] * a.p[1] + p[3] * a.p[2];
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}
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ID_INLINE idPluecker idPluecker::operator/( const float a ) const {
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float inva;
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assert( a != 0.0f );
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inva = 1.0f / a;
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return idPluecker( p[0]*inva, p[1]*inva, p[2]*inva, p[3]*inva, p[4]*inva, p[5]*inva );
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}
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ID_INLINE idPluecker idPluecker::operator+( const idPluecker &a ) const {
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return idPluecker( p[0] + a[0], p[1] + a[1], p[2] + a[2], p[3] + a[3], p[4] + a[4], p[5] + a[5] );
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}
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ID_INLINE idPluecker idPluecker::operator-( const idPluecker &a ) const {
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return idPluecker( p[0] - a[0], p[1] - a[1], p[2] - a[2], p[3] - a[3], p[4] - a[4], p[5] - a[5] );
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}
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ID_INLINE idPluecker &idPluecker::operator*=( const float a ) {
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p[0] *= a;
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p[1] *= a;
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p[2] *= a;
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p[3] *= a;
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p[4] *= a;
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p[5] *= a;
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return *this;
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}
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ID_INLINE idPluecker &idPluecker::operator/=( const float a ) {
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float inva;
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assert( a != 0.0f );
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inva = 1.0f / a;
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p[0] *= inva;
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p[1] *= inva;
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p[2] *= inva;
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p[3] *= inva;
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p[4] *= inva;
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p[5] *= inva;
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return *this;
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}
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ID_INLINE idPluecker &idPluecker::operator+=( const idPluecker &a ) {
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p[0] += a[0];
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p[1] += a[1];
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p[2] += a[2];
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p[3] += a[3];
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p[4] += a[4];
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p[5] += a[5];
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return *this;
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}
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ID_INLINE idPluecker &idPluecker::operator-=( const idPluecker &a ) {
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p[0] -= a[0];
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p[1] -= a[1];
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p[2] -= a[2];
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p[3] -= a[3];
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p[4] -= a[4];
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p[5] -= a[5];
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return *this;
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}
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ID_INLINE bool idPluecker::Compare( const idPluecker &a ) const {
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return ( ( p[0] == a[0] ) && ( p[1] == a[1] ) && ( p[2] == a[2] ) &&
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( p[3] == a[3] ) && ( p[4] == a[4] ) && ( p[5] == a[5] ) );
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}
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ID_INLINE bool idPluecker::Compare( const idPluecker &a, const float epsilon ) const {
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if ( idMath::Fabs( p[0] - a[0] ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( p[1] - a[1] ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( p[2] - a[2] ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( p[3] - a[3] ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( p[4] - a[4] ) > epsilon ) {
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return false;
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}
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if ( idMath::Fabs( p[5] - a[5] ) > epsilon ) {
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return false;
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}
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return true;
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}
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ID_INLINE bool idPluecker::operator==( const idPluecker &a ) const {
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return Compare( a );
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}
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ID_INLINE bool idPluecker::operator!=( const idPluecker &a ) const {
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return !Compare( a );
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}
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ID_INLINE void idPluecker::Set( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ) {
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p[0] = a1;
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p[1] = a2;
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p[2] = a3;
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p[3] = a4;
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p[4] = a5;
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p[5] = a6;
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}
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ID_INLINE void idPluecker::Zero() {
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p[0] = p[1] = p[2] = p[3] = p[4] = p[5] = 0.0f;
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}
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ID_INLINE void idPluecker::FromLine( const idVec3 &start, const idVec3 &end ) {
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p[0] = start[0] * end[1] - end[0] * start[1];
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p[1] = start[0] * end[2] - end[0] * start[2];
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p[2] = start[0] - end[0];
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p[3] = start[1] * end[2] - end[1] * start[2];
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p[4] = start[2] - end[2];
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p[5] = end[1] - start[1];
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}
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ID_INLINE void idPluecker::FromRay( const idVec3 &start, const idVec3 &dir ) {
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p[0] = start[0] * dir[1] - dir[0] * start[1];
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p[1] = start[0] * dir[2] - dir[0] * start[2];
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p[2] = -dir[0];
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p[3] = start[1] * dir[2] - dir[1] * start[2];
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p[4] = -dir[2];
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p[5] = dir[1];
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}
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ID_INLINE bool idPluecker::ToLine( idVec3 &start, idVec3 &end ) const {
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idVec3 dir1, dir2;
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float d;
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dir1[0] = p[3];
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dir1[1] = -p[1];
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dir1[2] = p[0];
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dir2[0] = -p[2];
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dir2[1] = p[5];
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dir2[2] = -p[4];
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d = dir2 * dir2;
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if ( d == 0.0f ) {
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return false; // pluecker coordinate does not represent a line
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}
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start = dir2.Cross(dir1) * (1.0f / d);
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end = start + dir2;
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return true;
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}
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ID_INLINE bool idPluecker::ToRay( idVec3 &start, idVec3 &dir ) const {
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idVec3 dir1;
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float d;
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dir1[0] = p[3];
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dir1[1] = -p[1];
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dir1[2] = p[0];
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dir[0] = -p[2];
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dir[1] = p[5];
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dir[2] = -p[4];
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d = dir * dir;
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if ( d == 0.0f ) {
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return false; // pluecker coordinate does not represent a line
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}
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start = dir.Cross(dir1) * (1.0f / d);
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return true;
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}
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ID_INLINE void idPluecker::ToDir( idVec3 &dir ) const {
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dir[0] = -p[2];
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dir[1] = p[5];
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dir[2] = -p[4];
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}
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ID_INLINE float idPluecker::PermutedInnerProduct( const idPluecker &a ) const {
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return p[0] * a.p[4] + p[1] * a.p[5] + p[2] * a.p[3] + p[4] * a.p[0] + p[5] * a.p[1] + p[3] * a.p[2];
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}
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ID_INLINE float idPluecker::Length() const {
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return ( float )idMath::Sqrt( p[5] * p[5] + p[4] * p[4] + p[2] * p[2] );
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}
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ID_INLINE float idPluecker::LengthSqr() const {
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return ( p[5] * p[5] + p[4] * p[4] + p[2] * p[2] );
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}
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ID_INLINE float idPluecker::NormalizeSelf() {
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float l, d;
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l = LengthSqr();
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if ( l == 0.0f ) {
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return l; // pluecker coordinate does not represent a line
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}
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d = idMath::InvSqrt( l );
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p[0] *= d;
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p[1] *= d;
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p[2] *= d;
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p[3] *= d;
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p[4] *= d;
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p[5] *= d;
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return d * l;
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}
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ID_INLINE idPluecker idPluecker::Normalize() const {
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float d;
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d = LengthSqr();
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if ( d == 0.0f ) {
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return *this; // pluecker coordinate does not represent a line
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}
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d = idMath::InvSqrt( d );
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return idPluecker( p[0]*d, p[1]*d, p[2]*d, p[3]*d, p[4]*d, p[5]*d );
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}
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ID_INLINE int idPluecker::GetDimension() const {
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return 6;
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}
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ID_INLINE const float *idPluecker::ToFloatPtr() const {
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return p;
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}
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ID_INLINE float *idPluecker::ToFloatPtr() {
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return p;
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}
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#endif /* !__MATH_PLUECKER_H__ */
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