gtkradiant/contrib/bobtoolz/DPlane.cpp
spog 06eb8cc3a4 ported bobtoolz
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@58 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-04-30 22:28:39 +00:00

268 lines
6.3 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// DPlane.cpp: implementation of the DPlane class.
//
//////////////////////////////////////////////////////////////////////
#include "DPlane.h"
#include <list>
#include "DPoint.h"
#include "DWinding.h"
#include "str.h"
#include "misc.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
DPlane::DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData* texData)
{
MakeNormal( va, vb, vc, normal );
if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
globalErrorStream() << "DPlane::DPlane: Bad Normal.\n";
_d = (normal[0]*va[0]) + (normal[1]*va[1]) + (normal[2]*va[2]);
VectorCopy(va, points[0]);
VectorCopy(vb, points[1]);
VectorCopy(vc, points[2]);
m_bChkOk = true;
if(texData)
memcpy(&texInfo, texData, sizeof(_QERFaceData));
else
FillDefaultTexture(&texInfo, points[0], points[1], points[2], "textures/common/caulk");
}
DPlane::~DPlane()
{
}
//////////////////////////////////////////////////////////////////////
// Implementation
//////////////////////////////////////////////////////////////////////
vec_t DPlane::DistanceToPoint(vec3_t pnt)
{
vec3_t tmp;
VectorSubtract(pnt, points[0], tmp);
return DotProduct(tmp, normal);
}
bool DPlane::PlaneIntersection(DPlane *pl1, DPlane *pl2, vec3_t out)
{
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
a1 = normal[0]; a2 = normal[1]; a3 = normal[2];
b1 = pl1->normal[0]; b2 = pl1->normal[1]; b3 = pl1->normal[2];
c1 = pl2->normal[0]; c2 = pl2->normal[1]; c3 = pl2->normal[2];
float d = Determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
if(d == 0)
return false;
float v1 = _d;
float v2 = pl1->_d;
float v3 = pl2->_d;
float d1 = Determinant3x3(v1, a2, a3, v2, b2, b3, v3, c2, c3);
float d2 = Determinant3x3(a1, v1, a3, b1, v2, b3, c1, v3, c3);
float d3 = Determinant3x3(a1, a2, v1, b1, b2, v2, c1, c2, v3);
out[0] = d1/d;
out[1] = d2/d;
out[2] = d3/d;
return true;
}
bool DPlane::IsRedundant(std::list<DPoint*>& pointList)
{
int cnt = 0;
//std::list<DPoint *>::const_iterator point=pointList.begin();
for(std::list<DPoint *>::const_iterator point=pointList.begin(); point!=pointList.end(); point++)
{
if(fabs(DistanceToPoint((*point)->_pnt)) < MAX_ROUND_ERROR)
cnt++;
if(cnt == 3)
return false;
}
return true;
}
bool DPlane::operator == (DPlane& other)
{
vec3_t chk;
VectorSubtract(other.normal, normal, chk);
if(fabs(VectorLength(chk)) > MAX_ROUND_ERROR)
return false;
if(fabs(other._d - _d) > MAX_ROUND_ERROR)
return false;
return true;
}
bool DPlane::operator != (DPlane& other)
{
vec3_t chk;
VectorAdd(other.normal, normal, chk);
if(fabs(VectorLength(chk)) > MAX_ROUND_ERROR)
return false;
return true;
}
DWinding* DPlane::BaseWindingForPlane()
{
int i, x;
vec_t max, v;
vec3_t org, vright, vup;
// find the major axis
max = -131072;
x = -1;
for (i=0 ; i<3; i++)
{
v = (float)fabs(normal[i]);
if (v > max)
{
x = i;
max = v;
}
}
if (x==-1)
globalOutputStream() << "BaseWindingForPlane: no axis found";
VectorCopy (vec3_origin, vup);
switch (x)
{
case 0:
case 1:
vup[2] = 1;
break;
case 2:
vup[0] = 1;
break;
}
v = DotProduct (vup, normal);
VectorMA (vup, -v, normal, vup);
VectorNormalize (vup, vup);
VectorScale (normal, _d, org);
CrossProduct (vup, normal, vright);
VectorScale (vup, 131072, vup);
VectorScale (vright, 131072, vright);
// project a really big axis aligned box onto the plane
DWinding* w = new DWinding;
w->AllocWinding(4);
VectorSubtract (org, vright, w->p[0]);
VectorAdd (w->p[0], vup, w->p[0]);
VectorAdd (org, vright, w->p[1]);
VectorAdd (w->p[1], vup, w->p[1]);
VectorAdd (org, vright, w->p[2]);
VectorSubtract (w->p[2], vup, w->p[2]);
VectorSubtract (org, vright, w->p[3]);
VectorSubtract (w->p[3], vup, w->p[3]);
return w;
}
void DPlane::Rebuild()
{
vec3_t v1, v2;
VectorSubtract(points[0], points[1], v1);
VectorSubtract(points[2], points[1], v2);
CrossProduct(v1, v2, normal);
if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
globalErrorStream() << "DPlane::Rebuild: Bad Normal.\n";
_d = (normal[0]*points[0][0]) + (normal[1]*points[0][1]) + (normal[2]*points[0][2]);
VectorCopy(points[0], texInfo.m_p0);
VectorCopy(points[1], texInfo.m_p1);
VectorCopy(points[2], texInfo.m_p2);
}
bool DPlane::AddToBrush(scene::Node& brush)
{
bool changed = false;
if(!(m_bChkOk || !strcmp(m_shader.c_str(), "textures/common/caulk")))
{
m_shader = "textures/common/caulk";
changed = true;
}
_QERFaceData faceData;
faceData.m_p0 = vector3_from_array(points[0]);
faceData.m_p1 = vector3_from_array(points[1]);
faceData.m_p2 = vector3_from_array(points[2]);
faceData.m_texdef = texInfo.m_texdef;
faceData.m_shader = m_shader.c_str();
GlobalBrushCreator().Brush_addFace(brush, faceData);
return changed;
}
void DPlane::ScaleTexture()
{ }
DPlane::DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const char* textureName, bool bDetail)
{
vec3_t v1, v2;
VectorSubtract(va, vb, v1);
VectorSubtract(vc, vb, v2);
CrossProduct(v1, v2, normal);
if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
globalErrorStream() << "DPlane::DPlane: Bad Normal.\n";
_d = (normal[0]*va[0]) + (normal[1]*va[1]) + (normal[2]*va[2]);
VectorCopy(va, points[0]);
VectorCopy(vb, points[1]);
VectorCopy(vc, points[2]);
m_bChkOk = true;
FillDefaultTexture(&texInfo, points[0], points[1], points[2], textureName);
if(bDetail)
texInfo.contents |= FACE_DETAIL;
}