/* ** gl_geometric.h ** **--------------------------------------------------------------------------- ** Copyright 2003 Timothy Stump ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __GL_GEOM #define __GL_GEOM #include "math.h" #include "r_defs.h" #include "gl/scene/gl_wall.h" struct GLSeg; class Plane { public: void Set(GLSeg *seg) { m_normal = seg->Normal(); m_d = m_normal | FVector3(-seg->x1, 0, -seg->y1); } void Set(secplane_t &plane) { m_normal = { (float)plane.Normal().X, (float)plane.Normal().Z, (float)plane.Normal().Y }; m_d = (float)plane.fD(); } float DistToPoint(float x, float y, float z) { FVector3 p(x, y, z); return (m_normal | p) + m_d; } bool PointOnSide(float x, float y, float z) { return DistToPoint(x, y, z) < 0.f; } bool PointOnSide(FVector3 &v) { return PointOnSide(v.X, v.Y, v.Z); } bool ValidNormal() { return m_normal.LengthSquared() == 1.f; } float A() { return m_normal.X; } float B() { return m_normal.Y; } float C() { return m_normal.Z; } float D() { return m_d; } const FVector3 &Normal() const { return m_normal; } protected: FVector3 m_normal; float m_d; }; #endif