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