mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
485 lines
11 KiB
C++
485 lines
11 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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#pragma hdrstop
|
|
#include "../precompiled.h"
|
|
|
|
idBounds bounds_zero( vec3_zero, vec3_zero );
|
|
idBounds bounds_zeroOneCube( idVec3( 0.0f ), idVec3( 1.0f ) );
|
|
idBounds bounds_unitCube( idVec3( -1.0f ), idVec3( 1.0f ) );
|
|
|
|
/*
|
|
============
|
|
idBounds::GetRadius
|
|
============
|
|
*/
|
|
float idBounds::GetRadius() const
|
|
{
|
|
int i;
|
|
float total, b0, b1;
|
|
|
|
total = 0.0f;
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
b0 = ( float )idMath::Fabs( b[0][i] );
|
|
b1 = ( float )idMath::Fabs( b[1][i] );
|
|
if( b0 > b1 )
|
|
{
|
|
total += b0 * b0;
|
|
}
|
|
else
|
|
{
|
|
total += b1 * b1;
|
|
}
|
|
}
|
|
return idMath::Sqrt( total );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::GetRadius
|
|
============
|
|
*/
|
|
float idBounds::GetRadius( const idVec3& center ) const
|
|
{
|
|
int i;
|
|
float total, b0, b1;
|
|
|
|
total = 0.0f;
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
b0 = ( float )idMath::Fabs( center[i] - b[0][i] );
|
|
b1 = ( float )idMath::Fabs( b[1][i] - center[i] );
|
|
if( b0 > b1 )
|
|
{
|
|
total += b0 * b0;
|
|
}
|
|
else
|
|
{
|
|
total += b1 * b1;
|
|
}
|
|
}
|
|
return idMath::Sqrt( total );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBounds::PlaneDistance
|
|
================
|
|
*/
|
|
float idBounds::PlaneDistance( const idPlane& plane ) const
|
|
{
|
|
idVec3 center;
|
|
float d1, d2;
|
|
|
|
center = ( b[0] + b[1] ) * 0.5f;
|
|
|
|
d1 = plane.Distance( center );
|
|
d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
|
|
idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
|
|
idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );
|
|
|
|
if( d1 - d2 > 0.0f )
|
|
{
|
|
return d1 - d2;
|
|
}
|
|
if( d1 + d2 < 0.0f )
|
|
{
|
|
return d1 + d2;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idBounds::PlaneSide
|
|
================
|
|
*/
|
|
int idBounds::PlaneSide( const idPlane& plane, const float epsilon ) const
|
|
{
|
|
idVec3 center;
|
|
float d1, d2;
|
|
|
|
center = ( b[0] + b[1] ) * 0.5f;
|
|
|
|
d1 = plane.Distance( center );
|
|
d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
|
|
idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
|
|
idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );
|
|
|
|
if( d1 - d2 > epsilon )
|
|
{
|
|
return PLANESIDE_FRONT;
|
|
}
|
|
if( d1 + d2 < -epsilon )
|
|
{
|
|
return PLANESIDE_BACK;
|
|
}
|
|
return PLANESIDE_CROSS;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::LineIntersection
|
|
|
|
Returns true if the line intersects the bounds between the start and end point.
|
|
============
|
|
*/
|
|
bool idBounds::LineIntersection( const idVec3& start, const idVec3& end ) const
|
|
{
|
|
const idVec3 center = ( b[0] + b[1] ) * 0.5f;
|
|
const idVec3 extents = b[1] - center;
|
|
const idVec3 lineDir = 0.5f * ( end - start );
|
|
const idVec3 lineCenter = start + lineDir;
|
|
const idVec3 dir = lineCenter - center;
|
|
|
|
const float ld0 = idMath::Fabs( lineDir[0] );
|
|
if( idMath::Fabs( dir[0] ) > extents[0] + ld0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const float ld1 = idMath::Fabs( lineDir[1] );
|
|
if( idMath::Fabs( dir[1] ) > extents[1] + ld1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const float ld2 = idMath::Fabs( lineDir[2] );
|
|
if( idMath::Fabs( dir[2] ) > extents[2] + ld2 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const idVec3 cross = lineDir.Cross( dir );
|
|
|
|
if( idMath::Fabs( cross[0] ) > extents[1] * ld2 + extents[2] * ld1 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( idMath::Fabs( cross[1] ) > extents[0] * ld2 + extents[2] * ld0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( idMath::Fabs( cross[2] ) > extents[0] * ld1 + extents[1] * ld0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::RayIntersection
|
|
|
|
Returns true if the ray intersects the bounds.
|
|
The ray can intersect the bounds in both directions from the start point.
|
|
If start is inside the bounds it is considered an intersection with scale = 0
|
|
============
|
|
*/
|
|
bool idBounds::RayIntersection( const idVec3& start, const idVec3& dir, float& scale ) const
|
|
{
|
|
int i, ax0, ax1, ax2, side, inside;
|
|
float f;
|
|
idVec3 hit;
|
|
|
|
ax0 = -1;
|
|
inside = 0;
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
if( start[i] < b[0][i] )
|
|
{
|
|
side = 0;
|
|
}
|
|
else if( start[i] > b[1][i] )
|
|
{
|
|
side = 1;
|
|
}
|
|
else
|
|
{
|
|
inside++;
|
|
continue;
|
|
}
|
|
if( dir[i] == 0.0f )
|
|
{
|
|
continue;
|
|
}
|
|
f = ( start[i] - b[side][i] );
|
|
if( ax0 < 0 || idMath::Fabs( f ) > idMath::Fabs( scale * dir[i] ) )
|
|
{
|
|
scale = - ( f / dir[i] );
|
|
ax0 = i;
|
|
}
|
|
}
|
|
|
|
if( ax0 < 0 )
|
|
{
|
|
scale = 0.0f;
|
|
// return true if the start point is inside the bounds
|
|
return ( inside == 3 );
|
|
}
|
|
|
|
ax1 = ( ax0 + 1 ) % 3;
|
|
ax2 = ( ax0 + 2 ) % 3;
|
|
hit[ax1] = start[ax1] + scale * dir[ax1];
|
|
hit[ax2] = start[ax2] + scale * dir[ax2];
|
|
|
|
return ( hit[ax1] >= b[0][ax1] && hit[ax1] <= b[1][ax1] &&
|
|
hit[ax2] >= b[0][ax2] && hit[ax2] <= b[1][ax2] );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromTransformedBounds
|
|
============
|
|
*/
|
|
void idBounds::FromTransformedBounds( const idBounds& bounds, const idVec3& origin, const idMat3& axis )
|
|
{
|
|
int i;
|
|
idVec3 center, extents, rotatedExtents;
|
|
|
|
center = ( bounds[0] + bounds[1] ) * 0.5f;
|
|
extents = bounds[1] - center;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
rotatedExtents[i] = idMath::Fabs( extents[0] * axis[0][i] ) +
|
|
idMath::Fabs( extents[1] * axis[1][i] ) +
|
|
idMath::Fabs( extents[2] * axis[2][i] );
|
|
}
|
|
|
|
center = origin + center * axis;
|
|
b[0] = center - rotatedExtents;
|
|
b[1] = center + rotatedExtents;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromPoints
|
|
|
|
Most tight bounds for a point set.
|
|
============
|
|
*/
|
|
void idBounds::FromPoints( const idVec3* points, const int numPoints )
|
|
{
|
|
SIMDProcessor->MinMax( b[0], b[1], points, numPoints );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromPointTranslation
|
|
|
|
Most tight bounds for the translational movement of the given point.
|
|
============
|
|
*/
|
|
void idBounds::FromPointTranslation( const idVec3& point, const idVec3& translation )
|
|
{
|
|
int i;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
if( translation[i] < 0.0f )
|
|
{
|
|
b[0][i] = point[i] + translation[i];
|
|
b[1][i] = point[i];
|
|
}
|
|
else
|
|
{
|
|
b[0][i] = point[i];
|
|
b[1][i] = point[i] + translation[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromBoundsTranslation
|
|
|
|
Most tight bounds for the translational movement of the given bounds.
|
|
============
|
|
*/
|
|
void idBounds::FromBoundsTranslation( const idBounds& bounds, const idVec3& origin, const idMat3& axis, const idVec3& translation )
|
|
{
|
|
int i;
|
|
|
|
if( axis.IsRotated() )
|
|
{
|
|
FromTransformedBounds( bounds, origin, axis );
|
|
}
|
|
else
|
|
{
|
|
b[0] = bounds[0] + origin;
|
|
b[1] = bounds[1] + origin;
|
|
}
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
if( translation[i] < 0.0f )
|
|
{
|
|
b[0][i] += translation[i];
|
|
}
|
|
else
|
|
{
|
|
b[1][i] += translation[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
BoundsForPointRotation
|
|
|
|
only for rotations < 180 degrees
|
|
================
|
|
*/
|
|
idBounds BoundsForPointRotation( const idVec3& start, const idRotation& rotation )
|
|
{
|
|
int i;
|
|
float radiusSqr;
|
|
idVec3 v1, v2;
|
|
idVec3 origin, axis, end;
|
|
idBounds bounds;
|
|
|
|
end = start * rotation;
|
|
axis = rotation.GetVec();
|
|
origin = rotation.GetOrigin() + axis * ( axis * ( start - rotation.GetOrigin() ) );
|
|
radiusSqr = ( start - origin ).LengthSqr();
|
|
v1 = ( start - origin ).Cross( axis );
|
|
v2 = ( end - origin ).Cross( axis );
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
// if the derivative changes sign along this axis during the rotation from start to end
|
|
if( ( v1[i] > 0.0f && v2[i] < 0.0f ) || ( v1[i] < 0.0f && v2[i] > 0.0f ) )
|
|
{
|
|
if( ( 0.5f * ( start[i] + end[i] ) - origin[i] ) > 0.0f )
|
|
{
|
|
bounds[0][i] = Min( start[i], end[i] );
|
|
bounds[1][i] = origin[i] + idMath::Sqrt( radiusSqr * ( 1.0f - axis[i] * axis[i] ) );
|
|
}
|
|
else
|
|
{
|
|
bounds[0][i] = origin[i] - idMath::Sqrt( radiusSqr * ( 1.0f - axis[i] * axis[i] ) );
|
|
bounds[1][i] = Max( start[i], end[i] );
|
|
}
|
|
}
|
|
else if( start[i] > end[i] )
|
|
{
|
|
bounds[0][i] = end[i];
|
|
bounds[1][i] = start[i];
|
|
}
|
|
else
|
|
{
|
|
bounds[0][i] = start[i];
|
|
bounds[1][i] = end[i];
|
|
}
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromPointRotation
|
|
|
|
Most tight bounds for the rotational movement of the given point.
|
|
============
|
|
*/
|
|
void idBounds::FromPointRotation( const idVec3& point, const idRotation& rotation )
|
|
{
|
|
float radius;
|
|
|
|
if( idMath::Fabs( rotation.GetAngle() ) < 180.0f )
|
|
{
|
|
( *this ) = BoundsForPointRotation( point, rotation );
|
|
}
|
|
else
|
|
{
|
|
|
|
radius = ( point - rotation.GetOrigin() ).Length();
|
|
|
|
// FIXME: these bounds are usually way larger
|
|
b[0].Set( -radius, -radius, -radius );
|
|
b[1].Set( radius, radius, radius );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::FromBoundsRotation
|
|
|
|
Most tight bounds for the rotational movement of the given bounds.
|
|
============
|
|
*/
|
|
void idBounds::FromBoundsRotation( const idBounds& bounds, const idVec3& origin, const idMat3& axis, const idRotation& rotation )
|
|
{
|
|
int i;
|
|
float radius;
|
|
idVec3 point;
|
|
idBounds rBounds;
|
|
|
|
if( idMath::Fabs( rotation.GetAngle() ) < 180.0f )
|
|
{
|
|
|
|
( *this ) = BoundsForPointRotation( bounds[0] * axis + origin, rotation );
|
|
for( i = 1; i < 8; i++ )
|
|
{
|
|
point[0] = bounds[( i ^ ( i >> 1 ) ) & 1][0];
|
|
point[1] = bounds[( i >> 1 ) & 1][1];
|
|
point[2] = bounds[( i >> 2 ) & 1][2];
|
|
( *this ) += BoundsForPointRotation( point * axis + origin, rotation );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
point = ( bounds[1] - bounds[0] ) * 0.5f;
|
|
radius = ( bounds[1] - point ).Length() + ( point - rotation.GetOrigin() ).Length();
|
|
|
|
// FIXME: these bounds are usually way larger
|
|
b[0].Set( -radius, -radius, -radius );
|
|
b[1].Set( radius, radius, radius );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idBounds::ToPoints
|
|
============
|
|
*/
|
|
void idBounds::ToPoints( idVec3 points[8] ) const
|
|
{
|
|
for( int i = 0; i < 8; i++ )
|
|
{
|
|
points[i][0] = b[( i ^ ( i >> 1 ) ) & 1][0];
|
|
points[i][1] = b[( i >> 1 ) & 1][1];
|
|
points[i][2] = b[( i >> 2 ) & 1][2];
|
|
}
|
|
}
|