/* =========================================================================== 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" idPlane plane_origin( 0.0f, 0.0f, 0.0f, 0.0f ); /* ================ idPlane::Type ================ */ int idPlane::Type() const { if( Normal()[0] == 0.0f ) { if( Normal()[1] == 0.0f ) { return Normal()[2] > 0.0f ? PLANETYPE_Z : PLANETYPE_NEGZ; } else if( Normal()[2] == 0.0f ) { return Normal()[1] > 0.0f ? PLANETYPE_Y : PLANETYPE_NEGY; } else { return PLANETYPE_ZEROX; } } else if( Normal()[1] == 0.0f ) { if( Normal()[2] == 0.0f ) { return Normal()[0] > 0.0f ? PLANETYPE_X : PLANETYPE_NEGX; } else { return PLANETYPE_ZEROY; } } else if( Normal()[2] == 0.0f ) { return PLANETYPE_ZEROZ; } else { return PLANETYPE_NONAXIAL; } } /* ================ idPlane::HeightFit ================ */ bool idPlane::HeightFit( const idVec3* points, const int numPoints ) { int i; float sumXX = 0.0f, sumXY = 0.0f, sumXZ = 0.0f; float sumYY = 0.0f, sumYZ = 0.0f; idVec3 sum, average, dir; if( numPoints == 1 ) { a = 0.0f; b = 0.0f; c = 1.0f; d = -points[0].z; return true; } if( numPoints == 2 ) { dir = points[1] - points[0]; Normal() = dir.Cross( idVec3( 0, 0, 1 ) ).Cross( dir ); Normalize(); d = -( Normal() * points[0] ); return true; } sum.Zero(); for( i = 0; i < numPoints; i++ ) { sum += points[i]; } average = sum / numPoints; for( i = 0; i < numPoints; i++ ) { dir = points[i] - average; sumXX += dir.x * dir.x; sumXY += dir.x * dir.y; sumXZ += dir.x * dir.z; sumYY += dir.y * dir.y; sumYZ += dir.y * dir.z; } idMat2 m( sumXX, sumXY, sumXY, sumYY ); if( !m.InverseSelf() ) { return false; } a = - sumXZ * m[0][0] - sumYZ * m[0][1]; b = - sumXZ * m[1][0] - sumYZ * m[1][1]; c = 1.0f; Normalize(); d = -( a * average.x + b * average.y + c * average.z ); return true; } /* ================ idPlane::PlaneIntersection ================ */ bool idPlane::PlaneIntersection( const idPlane& plane, idVec3& start, idVec3& dir ) const { double n00, n01, n11, det, invDet, f0, f1; n00 = Normal().LengthSqr(); n01 = Normal() * plane.Normal(); n11 = plane.Normal().LengthSqr(); det = n00 * n11 - n01 * n01; if( idMath::Fabs( det ) < 1e-6f ) { return false; } invDet = 1.0f / det; f0 = ( n01 * plane.d - n11 * d ) * invDet; f1 = ( n01 * d - n00 * plane.d ) * invDet; dir = Normal().Cross( plane.Normal() ); start = f0 * Normal() + f1 * plane.Normal(); return true; } /* ============= idPlane::ToString ============= */ const char* idPlane::ToString( int precision ) const { return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision ); }