mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-03 17:32:30 +00:00
402 lines
12 KiB
C
402 lines
12 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
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.
|
||
|
|
||
|
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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __WINDING_H__
|
||
|
#define __WINDING_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
A winding is an arbitrary convex polygon defined by an array of points.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idWinding {
|
||
|
|
||
|
public:
|
||
|
idWinding();
|
||
|
explicit idWinding( const int n ); // allocate for n points
|
||
|
explicit idWinding( const idVec3 *verts, const int n ); // winding from points
|
||
|
explicit idWinding( const idVec3 &normal, const float dist ); // base winding for plane
|
||
|
explicit idWinding( const idPlane &plane ); // base winding for plane
|
||
|
explicit idWinding( const idWinding &winding );
|
||
|
virtual ~idWinding();
|
||
|
|
||
|
idWinding & operator=( const idWinding &winding );
|
||
|
const idVec5 & operator[]( const int index ) const;
|
||
|
idVec5 & operator[]( const int index );
|
||
|
|
||
|
// add a point to the end of the winding point array
|
||
|
idWinding & operator+=( const idVec3 &v );
|
||
|
idWinding & operator+=( const idVec5 &v );
|
||
|
void AddPoint( const idVec3 &v );
|
||
|
void AddPoint( const idVec5 &v );
|
||
|
|
||
|
// number of points on winding
|
||
|
int GetNumPoints() const;
|
||
|
void SetNumPoints( int n );
|
||
|
virtual void Clear();
|
||
|
|
||
|
// huge winding for plane, the points go counter clockwise when facing the front of the plane
|
||
|
void BaseForPlane( const idVec3 &normal, const float dist );
|
||
|
void BaseForPlane( const idPlane &plane );
|
||
|
|
||
|
// splits the winding into a front and back winding, the winding itself stays unchanged
|
||
|
// returns a SIDE_?
|
||
|
int Split( const idPlane &plane, const float epsilon, idWinding **front, idWinding **back ) const;
|
||
|
// returns the winding fragment at the front of the clipping plane,
|
||
|
// if there is nothing at the front the winding itself is destroyed and NULL is returned
|
||
|
idWinding * Clip( const idPlane &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
|
||
|
// cuts off the part at the back side of the plane, returns true if some part was at the front
|
||
|
// if there is nothing at the front the number of points is set to zero
|
||
|
bool ClipInPlace( const idPlane &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
|
||
|
|
||
|
// returns a copy of the winding
|
||
|
idWinding * Copy() const;
|
||
|
idWinding * Reverse() const;
|
||
|
void ReverseSelf();
|
||
|
void RemoveEqualPoints( const float epsilon = ON_EPSILON );
|
||
|
void RemoveColinearPoints( const idVec3 &normal, const float epsilon = ON_EPSILON );
|
||
|
void RemovePoint( int point );
|
||
|
void InsertPoint( const idVec5 &point, int spot );
|
||
|
bool InsertPointIfOnEdge( const idVec5 &point, const idPlane &plane, const float epsilon = ON_EPSILON );
|
||
|
// add a winding to the convex hull
|
||
|
void AddToConvexHull( const idWinding *winding, const idVec3 &normal, const float epsilon = ON_EPSILON );
|
||
|
// add a point to the convex hull
|
||
|
void AddToConvexHull( const idVec3 &point, const idVec3 &normal, const float epsilon = ON_EPSILON );
|
||
|
// tries to merge 'this' with the given winding, returns NULL if merge fails, both 'this' and 'w' stay intact
|
||
|
// 'keep' tells if the contacting points should stay even if they create colinear edges
|
||
|
idWinding * TryMerge( const idWinding &w, const idVec3 &normal, int keep = false ) const;
|
||
|
// check whether the winding is valid or not
|
||
|
bool Check( bool print = true ) const;
|
||
|
|
||
|
float GetArea() const;
|
||
|
idVec3 GetCenter() const;
|
||
|
float GetRadius( const idVec3 ¢er ) const;
|
||
|
void GetPlane( idVec3 &normal, float &dist ) const;
|
||
|
void GetPlane( idPlane &plane ) const;
|
||
|
void GetBounds( idBounds &bounds ) const;
|
||
|
|
||
|
bool IsTiny() const;
|
||
|
bool IsHuge() const; // base winding for a plane is typically huge
|
||
|
void Print() const;
|
||
|
|
||
|
float PlaneDistance( const idPlane &plane ) const;
|
||
|
int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
|
||
|
|
||
|
bool PlanesConcave( const idWinding &w2, const idVec3 &normal1, const idVec3 &normal2, float dist1, float dist2 ) const;
|
||
|
|
||
|
bool PointInside( const idVec3 &normal, const idVec3 &point, const float epsilon ) const;
|
||
|
// returns true if the line or ray intersects the winding
|
||
|
bool LineIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &end, bool backFaceCull = false ) const;
|
||
|
// intersection point is start + dir * scale
|
||
|
bool RayIntersection( const idPlane &windingPlane, const idVec3 &start, const idVec3 &dir, float &scale, bool backFaceCull = false ) const;
|
||
|
|
||
|
static float TriangleArea( const idVec3 &a, const idVec3 &b, const idVec3 &c );
|
||
|
|
||
|
protected:
|
||
|
int numPoints; // number of points
|
||
|
idVec5 * p; // pointer to point data
|
||
|
int allocedSize;
|
||
|
|
||
|
bool EnsureAlloced( int n, bool keep = false );
|
||
|
virtual bool ReAllocate( int n, bool keep = false );
|
||
|
};
|
||
|
|
||
|
ID_INLINE idWinding::idWinding() {
|
||
|
numPoints = allocedSize = 0;
|
||
|
p = NULL;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::idWinding( int n ) {
|
||
|
numPoints = allocedSize = 0;
|
||
|
p = NULL;
|
||
|
EnsureAlloced( n );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::idWinding( const idVec3 *verts, const int n ) {
|
||
|
int i;
|
||
|
|
||
|
numPoints = allocedSize = 0;
|
||
|
p = NULL;
|
||
|
if ( !EnsureAlloced( n ) ) {
|
||
|
numPoints = 0;
|
||
|
return;
|
||
|
}
|
||
|
for ( i = 0; i < n; i++ ) {
|
||
|
p[i].ToVec3() = verts[i];
|
||
|
p[i].s = p[i].t = 0.0f;
|
||
|
}
|
||
|
numPoints = n;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::idWinding( const idVec3 &normal, const float dist ) {
|
||
|
numPoints = allocedSize = 0;
|
||
|
p = NULL;
|
||
|
BaseForPlane( normal, dist );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::idWinding( const idPlane &plane ) {
|
||
|
numPoints = allocedSize = 0;
|
||
|
p = NULL;
|
||
|
BaseForPlane( plane );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::idWinding( const idWinding &winding ) {
|
||
|
int i;
|
||
|
if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
|
||
|
numPoints = 0;
|
||
|
return;
|
||
|
}
|
||
|
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
|
||
|
p[i] = winding[i];
|
||
|
}
|
||
|
numPoints = winding.GetNumPoints();
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding::~idWinding() {
|
||
|
delete[] p;
|
||
|
p = NULL;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding &idWinding::operator=( const idWinding &winding ) {
|
||
|
int i;
|
||
|
|
||
|
if ( !EnsureAlloced( winding.numPoints ) ) {
|
||
|
numPoints = 0;
|
||
|
return *this;
|
||
|
}
|
||
|
for ( i = 0; i < winding.numPoints; i++ ) {
|
||
|
p[i] = winding.p[i];
|
||
|
}
|
||
|
numPoints = winding.numPoints;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE const idVec5 &idWinding::operator[]( const int index ) const {
|
||
|
//assert( index >= 0 && index < numPoints );
|
||
|
return p[ index ];
|
||
|
}
|
||
|
|
||
|
ID_INLINE idVec5 &idWinding::operator[]( const int index ) {
|
||
|
//assert( index >= 0 && index < numPoints );
|
||
|
return p[ index ];
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding &idWinding::operator+=( const idVec3 &v ) {
|
||
|
AddPoint( v );
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idWinding &idWinding::operator+=( const idVec5 &v ) {
|
||
|
AddPoint( v );
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idWinding::AddPoint( const idVec3 &v ) {
|
||
|
if ( !EnsureAlloced(numPoints+1, true) ) {
|
||
|
return;
|
||
|
}
|
||
|
p[numPoints] = v;
|
||
|
numPoints++;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idWinding::AddPoint( const idVec5 &v ) {
|
||
|
if ( !EnsureAlloced(numPoints+1, true) ) {
|
||
|
return;
|
||
|
}
|
||
|
p[numPoints] = v;
|
||
|
numPoints++;
|
||
|
}
|
||
|
|
||
|
ID_INLINE int idWinding::GetNumPoints() const {
|
||
|
return numPoints;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idWinding::SetNumPoints( int n ) {
|
||
|
if ( !EnsureAlloced( n, true ) ) {
|
||
|
return;
|
||
|
}
|
||
|
numPoints = n;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idWinding::Clear() {
|
||
|
numPoints = 0;
|
||
|
delete[] p;
|
||
|
p = NULL;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idWinding::BaseForPlane( const idPlane &plane ) {
|
||
|
BaseForPlane( plane.Normal(), plane.Dist() );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idWinding::EnsureAlloced( int n, bool keep ) {
|
||
|
if ( n > allocedSize ) {
|
||
|
return ReAllocate( n, keep );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFixedWinding is a fixed buffer size winding not using
|
||
|
memory allocations.
|
||
|
|
||
|
When an operation would overflow the fixed buffer a warning
|
||
|
is printed and the operation is safely cancelled.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
#define MAX_POINTS_ON_WINDING 64
|
||
|
|
||
|
class idFixedWinding : public idWinding {
|
||
|
|
||
|
public:
|
||
|
idFixedWinding();
|
||
|
explicit idFixedWinding( const int n );
|
||
|
explicit idFixedWinding( const idVec3 *verts, const int n );
|
||
|
explicit idFixedWinding( const idVec3 &normal, const float dist );
|
||
|
explicit idFixedWinding( const idPlane &plane );
|
||
|
explicit idFixedWinding( const idWinding &winding );
|
||
|
explicit idFixedWinding( const idFixedWinding &winding );
|
||
|
virtual ~idFixedWinding();
|
||
|
|
||
|
idFixedWinding &operator=( const idWinding &winding );
|
||
|
|
||
|
virtual void Clear();
|
||
|
|
||
|
// splits the winding in a back and front part, 'this' becomes the front part
|
||
|
// returns a SIDE_?
|
||
|
int Split( idFixedWinding *back, const idPlane &plane, const float epsilon = ON_EPSILON );
|
||
|
|
||
|
protected:
|
||
|
idVec5 data[MAX_POINTS_ON_WINDING]; // point data
|
||
|
|
||
|
virtual bool ReAllocate( int n, bool keep = false );
|
||
|
};
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding() {
|
||
|
numPoints = 0;
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( int n ) {
|
||
|
numPoints = 0;
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( const idVec3 *verts, const int n ) {
|
||
|
int i;
|
||
|
|
||
|
numPoints = 0;
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
if ( !EnsureAlloced( n ) ) {
|
||
|
numPoints = 0;
|
||
|
return;
|
||
|
}
|
||
|
for ( i = 0; i < n; i++ ) {
|
||
|
p[i].ToVec3() = verts[i];
|
||
|
p[i].s = p[i].t = 0;
|
||
|
}
|
||
|
numPoints = n;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( const idVec3 &normal, const float dist ) {
|
||
|
numPoints = 0;
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
BaseForPlane( normal, dist );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( const idPlane &plane ) {
|
||
|
numPoints = 0;
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
BaseForPlane( plane );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( const idWinding &winding ) {
|
||
|
int i;
|
||
|
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
|
||
|
numPoints = 0;
|
||
|
return;
|
||
|
}
|
||
|
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
|
||
|
p[i] = winding[i];
|
||
|
}
|
||
|
numPoints = winding.GetNumPoints();
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::idFixedWinding( const idFixedWinding &winding ) {
|
||
|
int i;
|
||
|
|
||
|
p = data;
|
||
|
allocedSize = MAX_POINTS_ON_WINDING;
|
||
|
if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
|
||
|
numPoints = 0;
|
||
|
return;
|
||
|
}
|
||
|
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
|
||
|
p[i] = winding[i];
|
||
|
}
|
||
|
numPoints = winding.GetNumPoints();
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding::~idFixedWinding() {
|
||
|
p = NULL; // otherwise it tries to free the fixed buffer
|
||
|
}
|
||
|
|
||
|
ID_INLINE idFixedWinding &idFixedWinding::operator=( const idWinding &winding ) {
|
||
|
int i;
|
||
|
|
||
|
if ( !EnsureAlloced( winding.GetNumPoints() ) ) {
|
||
|
numPoints = 0;
|
||
|
return *this;
|
||
|
}
|
||
|
for ( i = 0; i < winding.GetNumPoints(); i++ ) {
|
||
|
p[i] = winding[i];
|
||
|
}
|
||
|
numPoints = winding.GetNumPoints();
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idFixedWinding::Clear() {
|
||
|
numPoints = 0;
|
||
|
}
|
||
|
#endif /* !__WINDING_H__ */
|