mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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170 lines
3.9 KiB
C++
170 lines
3.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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idSphere sphere_zero( vec3_zero, 0.0f );
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/*
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================
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idSphere::PlaneDistance
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================
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*/
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float idSphere::PlaneDistance( const idPlane& plane ) const
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{
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float d;
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d = plane.Distance( origin );
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if( d > radius )
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{
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return d - radius;
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}
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if( d < -radius )
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{
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return d + radius;
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}
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return 0.0f;
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}
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/*
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================
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idSphere::PlaneSide
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================
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*/
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int idSphere::PlaneSide( const idPlane& plane, const float epsilon ) const
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{
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float d;
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d = plane.Distance( origin );
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if( d > radius + epsilon )
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{
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return PLANESIDE_FRONT;
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}
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if( d < -radius - epsilon )
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{
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return PLANESIDE_BACK;
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}
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return PLANESIDE_CROSS;
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}
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/*
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============
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idSphere::LineIntersection
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Returns true if the line intersects the sphere between the start and end point.
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============
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*/
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bool idSphere::LineIntersection( const idVec3& start, const idVec3& end ) const
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{
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idVec3 r, s, e;
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float a;
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s = start - origin;
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e = end - origin;
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r = e - s;
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a = -s * r;
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if( a <= 0 )
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{
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return ( s * s < radius * radius );
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}
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else if( a >= r * r )
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{
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return ( e * e < radius * radius );
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}
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else
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{
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r = s + ( a / ( r * r ) ) * r;
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return ( r * r < radius * radius );
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}
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}
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/*
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============
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idSphere::RayIntersection
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Returns true if the ray intersects the sphere.
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The ray can intersect the sphere in both directions from the start point.
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If start is inside the sphere then scale1 < 0 and scale2 > 0.
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============
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*/
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bool idSphere::RayIntersection( const idVec3& start, const idVec3& dir, float& scale1, float& scale2 ) const
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{
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double a, b, c, d, sqrtd;
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idVec3 p;
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p = start - origin;
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a = dir * dir;
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b = dir * p;
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c = p * p - radius * radius;
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d = b * b - c * a;
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if( d < 0.0f )
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{
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return false;
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}
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sqrtd = idMath::Sqrt( d );
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a = 1.0f / a;
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scale1 = ( -b + sqrtd ) * a;
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scale2 = ( -b - sqrtd ) * a;
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return true;
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}
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/*
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============
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idSphere::FromPoints
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Tight sphere for a point set.
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============
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*/
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void idSphere::FromPoints( const idVec3* points, const int numPoints )
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{
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int i;
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float radiusSqr, dist;
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idVec3 mins, maxs;
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SIMDProcessor->MinMax( mins, maxs, points, numPoints );
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origin = ( mins + maxs ) * 0.5f;
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radiusSqr = 0.0f;
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for( i = 0; i < numPoints; i++ )
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{
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dist = ( points[i] - origin ).LengthSqr();
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if( dist > radiusSqr )
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{
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radiusSqr = dist;
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}
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}
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radius = idMath::Sqrt( radiusSqr );
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}
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