// Copyright (C) 2007 Id Software, Inc. // #ifndef __WINDING2D_H__ #define __WINDING2D_H__ /* =============================================================================== A 2D winding is an arbitrary convex 2D polygon defined by an array of points. =============================================================================== */ class idWinding2D { public: static const int MAX_POINTS = 32; idWinding2D( void ); idWinding2D( const int numPoints, const idVec2* points, const idVec2* st ); idWinding2D & operator=( const idWinding2D &winding ); const idVec2 & operator[]( const int index ) const; idVec2 & operator[]( const int index ); idVec2& GetST( int index ); const idVec2& GetST( int index ) const; void Clear( void ); void AddPoint( const idVec2 &point ); void AddPoint( float x, float y ); void AddPoint( float x, float y, float s, float t ); void AddPoint( const idVec2 &point, const idVec2 &st ); void SetPointST( int index, float s, float t ); int GetNumPoints( void ) const; void Expand( const float d ); void ExpandForAxialBox( const idVec2 bounds[2] ); // splits the winding into a front and back winding, the winding itself stays unchanged // returns a SIDE_? int Split( const idVec3 &plane, const float epsilon, idWinding2D **front, idWinding2D **back ) const; // cuts off the part at the back side of the plane, returns true if some part was at the front // if there is nothing at the front the number of points is set to zero bool ClipInPlace( const idVec3 &plane, const float epsilon = ON_EPSILON, const bool keepOn = false ); bool SplitEdgesByLine( const idVec2& start, const idVec2& end, const float epsilon = ON_EPSILON ); bool ClipByBounds( const sdBounds2D& bounds, const float epsilon = ON_EPSILON ); idWinding2D * Copy( void ) const; idWinding2D * Reverse( void ) const; idWinding2D& ReverseSelf( void ); float GetArea( void ) const; idVec2 GetCenter( void ) const; float GetRadius( const idVec2 ¢er ) const; void GetBounds( idVec2 bounds[2] ) const; void GetBounds( sdBounds2D& bounds ) const; void GetBoundsST( sdBounds2D& bounds ) const; bool IsTiny( void ) const; bool IsHuge( void ) const; // base winding for a plane is typically huge void Print( void ) const; float PlaneDistance( const idVec3 &plane ) const; int PlaneSide( const idVec3 &plane, const float epsilon = ON_EPSILON ) const; bool PointInside( const idVec2 &point, const float epsilon ) const; bool LineIntersection( const idVec2 &start, const idVec2 &end ) const; bool RayIntersection( const idVec2 &start, const idVec2 &dir, float &scale1, float &scale2, int *edgeNums = NULL ) const; static idVec3 Plane2DFromPoints( const idVec2 &start, const idVec2 &end, const bool normalize = false ); static idVec3 Plane2DFromVecs( const idVec2 &start, const idVec2 &dir, const bool normalize = false ); static bool Plane2DIntersection( const idVec3 &plane1, const idVec3 &plane2, idVec2 &point ); void Rotation( const idVec2& org, float angle ); void RotationST( const idVec2& org, float angle ); void Scale( const idVec2& scale ); private: int numPoints; idVec2 p[idWinding2D::MAX_POINTS]; idVec2 st[idWinding2D::MAX_POINTS]; }; ID_INLINE idWinding2D::idWinding2D( void ) { numPoints = 0; } ID_INLINE idWinding2D::idWinding2D( const int numPoints, const idVec2* points, const idVec2* st ) : numPoints( numPoints ) { ::memcpy( p, points, numPoints * sizeof( idVec2 ) ); ::memcpy( this->st, st, numPoints * sizeof( idVec2 ) ); } ID_INLINE idWinding2D &idWinding2D::operator=( const idWinding2D &winding ) { int i; for ( i = 0; i < winding.numPoints; i++ ) { p[i] = winding.p[i]; st[i] = winding.st[i]; } numPoints = winding.numPoints; return *this; } ID_INLINE const idVec2 &idWinding2D::operator[]( const int index ) const { return p[ index ]; } ID_INLINE idVec2 &idWinding2D::operator[]( const int index ) { return p[ index ]; } ID_INLINE idVec2& idWinding2D::GetST( int index ) { return st[ index ]; } ID_INLINE const idVec2& idWinding2D::GetST( int index ) const { return st[ index ]; } ID_INLINE void idWinding2D::Clear( void ) { numPoints = 0; } ID_INLINE void idWinding2D::AddPoint( const idVec2 &point ) { if ( numPoints >= idWinding2D::MAX_POINTS ) { assert( false ); return; } p[numPoints++] = point; } ID_INLINE void idWinding2D::AddPoint( const idVec2 &point, const idVec2 &_st ) { if ( numPoints >= idWinding2D::MAX_POINTS ) { assert( false ); return; } p[numPoints] = point; st[numPoints] = _st; numPoints++; } ID_INLINE void idWinding2D::SetPointST( int index, float s, float t ) { st[ index ].x = s; st[ index ].y = t; } ID_INLINE void idWinding2D::AddPoint( float x, float y ) { p[numPoints].x = x; p[numPoints].y = y; numPoints++; } ID_INLINE void idWinding2D::AddPoint( float x, float y, float s, float t ) { p[numPoints].x = x; p[numPoints].y = y; st[numPoints].x = s; st[numPoints].y = t; numPoints++; } ID_INLINE int idWinding2D::GetNumPoints( void ) const { return numPoints; } ID_INLINE idVec3 idWinding2D::Plane2DFromPoints( const idVec2 &start, const idVec2 &end, const bool normalize ) { idVec3 plane; plane.x = start.y - end.y; plane.y = end.x - start.x; if ( normalize ) { plane.ToVec2().Normalize(); } plane.z = - ( start.x * plane.x + start.y * plane.y ); return plane; } ID_INLINE idVec3 idWinding2D::Plane2DFromVecs( const idVec2 &start, const idVec2 &dir, const bool normalize ) { idVec3 plane; plane.x = -dir.y; plane.y = dir.x; if ( normalize ) { plane.ToVec2().Normalize(); } plane.z = - ( start.x * plane.x + start.y * plane.y ); return plane; } ID_INLINE bool idWinding2D::Plane2DIntersection( const idVec3 &plane1, const idVec3 &plane2, idVec2 &point ) { float n00, n01, n11, det, invDet, f0, f1; n00 = plane1.x * plane1.x + plane1.y * plane1.y; n01 = plane1.x * plane2.x + plane1.y * plane2.y; n11 = plane2.x * plane2.x + plane2.y * plane2.y; det = n00 * n11 - n01 * n01; if ( idMath::Fabs(det) < 1e-6f ) { return false; } invDet = 1.0f / det; f0 = ( n01 * plane2.z - n11 * plane1.z ) * invDet; f1 = ( n01 * plane1.z - n00 * plane2.z ) * invDet; point.x = f0 * plane1.x + f1 * plane2.x; point.y = f0 * plane1.y + f1 * plane2.y; return true; } ID_INLINE void idWinding2D::GetBounds( sdBounds2D& bounds ) const { bounds.Clear(); if ( !numPoints ) { return; } for ( int i = 0; i < numPoints; i++ ) { bounds.AddPoint( p[ i ] ); } } ID_INLINE void idWinding2D::GetBoundsST( sdBounds2D& bounds ) const { bounds.Clear(); if ( !numPoints ) { return; } for ( int i = 0; i < numPoints; i++ ) { bounds.AddPoint( st[ i ] ); } } #endif /* !__WINDING2D_H__ */