/* =========================================================================== 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. =========================================================================== */ #ifndef __PLANESET_H__ #define __PLANESET_H__ /* =============================================================================== Plane Set =============================================================================== */ class idPlaneSet : public idList { public: void Clear() { idList::Clear(); hash.Free(); } int FindPlane( const idPlane& plane, const float normalEps, const float distEps ); private: idHashIndex hash; }; ID_INLINE int idPlaneSet::FindPlane( const idPlane& plane, const float normalEps, const float distEps ) { int i, border, hashKey; assert( distEps <= 0.125f ); hashKey = ( int )( idMath::Fabs( plane.Dist() ) * 0.125f ); for( border = -1; border <= 1; border++ ) { for( i = hash.First( hashKey + border ); i >= 0; i = hash.Next( i ) ) { if( ( *this )[i].Compare( plane, normalEps, distEps ) ) { return i; } } } if( plane.Type() >= PLANETYPE_NEGX && plane.Type() < PLANETYPE_TRUEAXIAL ) { Append( -plane ); hash.Add( hashKey, Num() - 1 ); Append( plane ); hash.Add( hashKey, Num() - 1 ); return ( Num() - 1 ); } else { Append( plane ); hash.Add( hashKey, Num() - 1 ); Append( -plane ); hash.Add( hashKey, Num() - 1 ); return ( Num() - 2 ); } } #endif /* !__PLANESET_H__ */