mirror of
https://github.com/id-Software/DOOM-3.git
synced 2026-03-19 16:39:27 +01:00
hello world
This commit is contained in:
754
neo/idlib/geometry/Winding2D.cpp
Normal file
754
neo/idlib/geometry/Winding2D.cpp
Normal file
@@ -0,0 +1,754 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 GPL Source Code
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
|
||||
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 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 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.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "../precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "Winding2D.h"
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
GetAxialBevel
|
||||
============
|
||||
*/
|
||||
bool GetAxialBevel( const idVec3 &plane1, const idVec3 &plane2, const idVec2 &point, idVec3 &bevel ) {
|
||||
if ( FLOATSIGNBITSET( plane1.x ) ^ FLOATSIGNBITSET( plane2.x ) ) {
|
||||
if ( idMath::Fabs( plane1.x ) > 0.1f && idMath::Fabs( plane2.x ) > 0.1f ) {
|
||||
bevel.x = 0.0f;
|
||||
if ( FLOATSIGNBITSET( plane1.y ) ) {
|
||||
bevel.y = -1.0f;
|
||||
}
|
||||
else {
|
||||
bevel.y = 1.0f;
|
||||
}
|
||||
bevel.z = - ( point.x * bevel.x + point.y * bevel.y );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if ( FLOATSIGNBITSET( plane1.y ) ^ FLOATSIGNBITSET( plane2.y ) ) {
|
||||
if ( idMath::Fabs( plane1.y ) > 0.1f && idMath::Fabs( plane2.y ) > 0.1f ) {
|
||||
bevel.y = 0.0f;
|
||||
if ( FLOATSIGNBITSET( plane1.x ) ) {
|
||||
bevel.x = -1.0f;
|
||||
}
|
||||
else {
|
||||
bevel.x = 1.0f;
|
||||
}
|
||||
bevel.z = - ( point.x * bevel.x + point.y * bevel.y );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::ExpandForAxialBox
|
||||
============
|
||||
*/
|
||||
void idWinding2D::ExpandForAxialBox( const idVec2 bounds[2] ) {
|
||||
int i, j, numPlanes;
|
||||
idVec2 v;
|
||||
idVec3 planes[MAX_POINTS_ON_WINDING_2D], plane, bevel;
|
||||
|
||||
// get planes for the edges and add bevels
|
||||
for ( numPlanes = i = 0; i < numPoints; i++ ) {
|
||||
j = (i+1) % numPoints;
|
||||
if ( ( p[j] - p[i] ).LengthSqr() < 0.01f ) {
|
||||
continue;
|
||||
}
|
||||
plane = Plane2DFromPoints( p[i], p[j], true );
|
||||
if ( i ) {
|
||||
if ( GetAxialBevel( planes[numPlanes-1], plane, p[i], bevel ) ) {
|
||||
planes[numPlanes++] = bevel;
|
||||
}
|
||||
}
|
||||
assert( numPlanes < MAX_POINTS_ON_WINDING_2D );
|
||||
planes[numPlanes++] = plane;
|
||||
}
|
||||
if ( GetAxialBevel( planes[numPlanes-1], planes[0], p[0], bevel ) ) {
|
||||
planes[numPlanes++] = bevel;
|
||||
}
|
||||
|
||||
// expand the planes
|
||||
for ( i = 0; i < numPlanes; i++ ) {
|
||||
v.x = bounds[ FLOATSIGNBITSET( planes[i].x ) ].x;
|
||||
v.y = bounds[ FLOATSIGNBITSET( planes[i].y ) ].y;
|
||||
planes[i].z += v.x * planes[i].x + v.y * planes[i].y;
|
||||
}
|
||||
|
||||
// get intersection points of the planes
|
||||
for ( numPoints = i = 0; i < numPlanes; i++ ) {
|
||||
if ( Plane2DIntersection( planes[(i+numPlanes-1) % numPlanes], planes[i], p[numPoints] ) ) {
|
||||
numPoints++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::Expand
|
||||
============
|
||||
*/
|
||||
void idWinding2D::Expand( const float d ) {
|
||||
int i;
|
||||
idVec2 edgeNormals[MAX_POINTS_ON_WINDING_2D];
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
idVec2 &start = p[i];
|
||||
idVec2 &end = p[(i+1)%numPoints];
|
||||
edgeNormals[i].x = start.y - end.y;
|
||||
edgeNormals[i].y = end.x - start.x;
|
||||
edgeNormals[i].Normalize();
|
||||
edgeNormals[i] *= d;
|
||||
}
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
p[i] += edgeNormals[i] + edgeNormals[(i+numPoints-1)%numPoints];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::Split
|
||||
=============
|
||||
*/
|
||||
int idWinding2D::Split( const idVec3 &plane, const float epsilon, idWinding2D **front, idWinding2D **back ) const {
|
||||
float dists[MAX_POINTS_ON_WINDING_2D];
|
||||
byte sides[MAX_POINTS_ON_WINDING_2D];
|
||||
int counts[3];
|
||||
float dot;
|
||||
int i, j;
|
||||
const idVec2 * p1, *p2;
|
||||
idVec2 mid;
|
||||
idWinding2D * f;
|
||||
idWinding2D * b;
|
||||
int maxpts;
|
||||
|
||||
counts[0] = counts[1] = counts[2] = 0;
|
||||
|
||||
// determine sides for each point
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
dists[i] = dot = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( dot > epsilon ) {
|
||||
sides[i] = SIDE_FRONT;
|
||||
} else if ( dot < -epsilon ) {
|
||||
sides[i] = SIDE_BACK;
|
||||
} else {
|
||||
sides[i] = SIDE_ON;
|
||||
}
|
||||
counts[sides[i]]++;
|
||||
}
|
||||
sides[i] = sides[0];
|
||||
dists[i] = dists[0];
|
||||
|
||||
*front = *back = NULL;
|
||||
|
||||
// if nothing at the front of the clipping plane
|
||||
if ( !counts[SIDE_FRONT] ) {
|
||||
*back = Copy();
|
||||
return SIDE_BACK;
|
||||
}
|
||||
// if nothing at the back of the clipping plane
|
||||
if ( !counts[SIDE_BACK] ) {
|
||||
*front = Copy();
|
||||
return SIDE_FRONT;
|
||||
}
|
||||
|
||||
maxpts = numPoints+4; // cant use counts[0]+2 because of fp grouping errors
|
||||
|
||||
*front = f = new idWinding2D;
|
||||
*back = b = new idWinding2D;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
p1 = &p[i];
|
||||
|
||||
if ( sides[i] == SIDE_ON ) {
|
||||
f->p[f->numPoints] = *p1;
|
||||
f->numPoints++;
|
||||
b->p[b->numPoints] = *p1;
|
||||
b->numPoints++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( sides[i] == SIDE_FRONT ) {
|
||||
f->p[f->numPoints] = *p1;
|
||||
f->numPoints++;
|
||||
}
|
||||
|
||||
if ( sides[i] == SIDE_BACK ) {
|
||||
b->p[b->numPoints] = *p1;
|
||||
b->numPoints++;
|
||||
}
|
||||
|
||||
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// generate a split point
|
||||
p2 = &p[(i+1)%numPoints];
|
||||
|
||||
// always calculate the split going from the same side
|
||||
// or minor epsilon issues can happen
|
||||
if ( sides[i] == SIDE_FRONT ) {
|
||||
dot = dists[i] / ( dists[i] - dists[i+1] );
|
||||
for ( j = 0; j < 2; j++ ) {
|
||||
// avoid round off error when possible
|
||||
if ( plane[j] == 1.0f ) {
|
||||
mid[j] = plane.z;
|
||||
} else if ( plane[j] == -1.0f ) {
|
||||
mid[j] = -plane.z;
|
||||
} else {
|
||||
mid[j] = (*p1)[j] + dot * ((*p2)[j] - (*p1)[j]);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
dot = dists[i+1] / ( dists[i+1] - dists[i] );
|
||||
for ( j = 0; j < 2; j++ ) {
|
||||
// avoid round off error when possible
|
||||
if ( plane[j] == 1.0f ) {
|
||||
mid[j] = plane.z;
|
||||
} else if ( plane[j] == -1.0f ) {
|
||||
mid[j] = -plane.z;
|
||||
} else {
|
||||
mid[j] = (*p2)[j] + dot * ( (*p1)[j] - (*p2)[j] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
f->p[f->numPoints] = mid;
|
||||
f->numPoints++;
|
||||
b->p[b->numPoints] = mid;
|
||||
b->numPoints++;
|
||||
}
|
||||
|
||||
return SIDE_CROSS;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::ClipInPlace
|
||||
============
|
||||
*/
|
||||
bool idWinding2D::ClipInPlace( const idVec3 &plane, const float epsilon, const bool keepOn ) {
|
||||
int i, j, maxpts, newNumPoints;
|
||||
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
|
||||
float dot, dists[MAX_POINTS_ON_WINDING_2D+1];
|
||||
idVec2 *p1, *p2, mid, newPoints[MAX_POINTS_ON_WINDING_2D+4];
|
||||
|
||||
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
dists[i] = dot = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( dot > epsilon ) {
|
||||
sides[i] = SIDE_FRONT;
|
||||
} else if ( dot < -epsilon ) {
|
||||
sides[i] = SIDE_BACK;
|
||||
} else {
|
||||
sides[i] = SIDE_ON;
|
||||
}
|
||||
counts[sides[i]]++;
|
||||
}
|
||||
sides[i] = sides[0];
|
||||
dists[i] = dists[0];
|
||||
|
||||
// if the winding is on the plane and we should keep it
|
||||
if ( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {
|
||||
return true;
|
||||
}
|
||||
if ( !counts[SIDE_FRONT] ) {
|
||||
numPoints = 0;
|
||||
return false;
|
||||
}
|
||||
if ( !counts[SIDE_BACK] ) {
|
||||
return true;
|
||||
}
|
||||
|
||||
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
|
||||
newNumPoints = 0;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
p1 = &p[i];
|
||||
|
||||
if ( newNumPoints+1 > maxpts ) {
|
||||
return true; // can't split -- fall back to original
|
||||
}
|
||||
|
||||
if ( sides[i] == SIDE_ON ) {
|
||||
newPoints[newNumPoints] = *p1;
|
||||
newNumPoints++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( sides[i] == SIDE_FRONT ) {
|
||||
newPoints[newNumPoints] = *p1;
|
||||
newNumPoints++;
|
||||
}
|
||||
|
||||
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( newNumPoints+1 > maxpts ) {
|
||||
return true; // can't split -- fall back to original
|
||||
}
|
||||
|
||||
// generate a split point
|
||||
p2 = &p[(i+1)%numPoints];
|
||||
|
||||
dot = dists[i] / (dists[i] - dists[i+1]);
|
||||
for ( j = 0; j < 2; j++ ) {
|
||||
// avoid round off error when possible
|
||||
if ( plane[j] == 1.0f ) {
|
||||
mid[j] = plane.z;
|
||||
} else if ( plane[j] == -1.0f ) {
|
||||
mid[j] = -plane.z;
|
||||
} else {
|
||||
mid[j] = (*p1)[j] + dot * ((*p2)[j] - (*p1)[j]);
|
||||
}
|
||||
}
|
||||
|
||||
newPoints[newNumPoints] = mid;
|
||||
newNumPoints++;
|
||||
}
|
||||
|
||||
if ( newNumPoints >= MAX_POINTS_ON_WINDING_2D ) {
|
||||
return true;
|
||||
}
|
||||
|
||||
numPoints = newNumPoints;
|
||||
memcpy( p, newPoints, newNumPoints * sizeof(idVec2) );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::Copy
|
||||
=============
|
||||
*/
|
||||
idWinding2D *idWinding2D::Copy( void ) const {
|
||||
idWinding2D *w;
|
||||
|
||||
w = new idWinding2D;
|
||||
w->numPoints = numPoints;
|
||||
memcpy( w->p, p, numPoints * sizeof( p[0] ) );
|
||||
return w;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::Reverse
|
||||
=============
|
||||
*/
|
||||
idWinding2D *idWinding2D::Reverse( void ) const {
|
||||
idWinding2D *w;
|
||||
int i;
|
||||
|
||||
w = new idWinding2D;
|
||||
w->numPoints = numPoints;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
w->p[ numPoints - i - 1 ] = p[i];
|
||||
}
|
||||
return w;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::GetArea
|
||||
============
|
||||
*/
|
||||
float idWinding2D::GetArea( void ) const {
|
||||
int i;
|
||||
idVec2 d1, d2;
|
||||
float total;
|
||||
|
||||
total = 0.0f;
|
||||
for ( i = 2; i < numPoints; i++ ) {
|
||||
d1 = p[i-1] - p[0];
|
||||
d2 = p[i] - p[0];
|
||||
total += d1.x * d2.y - d1.y * d2.x;
|
||||
}
|
||||
return total * 0.5f;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::GetCenter
|
||||
============
|
||||
*/
|
||||
idVec2 idWinding2D::GetCenter( void ) const {
|
||||
int i;
|
||||
idVec2 center;
|
||||
|
||||
center.Zero();
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
center += p[i];
|
||||
}
|
||||
center *= ( 1.0f / numPoints );
|
||||
return center;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::GetRadius
|
||||
============
|
||||
*/
|
||||
float idWinding2D::GetRadius( const idVec2 ¢er ) const {
|
||||
int i;
|
||||
float radius, r;
|
||||
idVec2 dir;
|
||||
|
||||
radius = 0.0f;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
dir = p[i] - center;
|
||||
r = dir * dir;
|
||||
if ( r > radius ) {
|
||||
radius = r;
|
||||
}
|
||||
}
|
||||
return idMath::Sqrt( radius );
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::GetBounds
|
||||
============
|
||||
*/
|
||||
void idWinding2D::GetBounds( idVec2 bounds[2] ) const {
|
||||
int i;
|
||||
|
||||
if ( !numPoints ) {
|
||||
bounds[0].x = bounds[0].y = idMath::INFINITY;
|
||||
bounds[1].x = bounds[1].y = -idMath::INFINITY;
|
||||
return;
|
||||
}
|
||||
bounds[0] = bounds[1] = p[0];
|
||||
for ( i = 1; i < numPoints; i++ ) {
|
||||
if ( p[i].x < bounds[0].x ) {
|
||||
bounds[0].x = p[i].x;
|
||||
} else if ( p[i].x > bounds[1].x ) {
|
||||
bounds[1].x = p[i].x;
|
||||
}
|
||||
if ( p[i].y < bounds[0].y ) {
|
||||
bounds[0].y = p[i].y;
|
||||
} else if ( p[i].y > bounds[1].y ) {
|
||||
bounds[1].y = p[i].y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::IsTiny
|
||||
=============
|
||||
*/
|
||||
#define EDGE_LENGTH 0.2f
|
||||
|
||||
bool idWinding2D::IsTiny( void ) const {
|
||||
int i;
|
||||
float len;
|
||||
idVec2 delta;
|
||||
int edges;
|
||||
|
||||
edges = 0;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
delta = p[(i+1)%numPoints] - p[i];
|
||||
len = delta.Length();
|
||||
if ( len > EDGE_LENGTH ) {
|
||||
if ( ++edges == 3 ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::IsHuge
|
||||
=============
|
||||
*/
|
||||
bool idWinding2D::IsHuge( void ) const {
|
||||
int i, j;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
for ( j = 0; j < 2; j++ ) {
|
||||
if ( p[i][j] <= MIN_WORLD_COORD || p[i][j] >= MAX_WORLD_COORD ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::Print
|
||||
=============
|
||||
*/
|
||||
void idWinding2D::Print( void ) const {
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
idLib::common->Printf( "(%5.1f, %5.1f)\n", p[i][0], p[i][1] );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::PlaneDistance
|
||||
=============
|
||||
*/
|
||||
float idWinding2D::PlaneDistance( const idVec3 &plane ) const {
|
||||
int i;
|
||||
float d, min, max;
|
||||
|
||||
min = idMath::INFINITY;
|
||||
max = -min;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
d = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( d < min ) {
|
||||
min = d;
|
||||
if ( FLOATSIGNBITSET( min ) & FLOATSIGNBITNOTSET( max ) ) {
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
if ( d > max ) {
|
||||
max = d;
|
||||
if ( FLOATSIGNBITSET( min ) & FLOATSIGNBITNOTSET( max ) ) {
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( FLOATSIGNBITNOTSET( min ) ) {
|
||||
return min;
|
||||
}
|
||||
if ( FLOATSIGNBITSET( max ) ) {
|
||||
return max;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
idWinding2D::PlaneSide
|
||||
=============
|
||||
*/
|
||||
int idWinding2D::PlaneSide( const idVec3 &plane, const float epsilon ) const {
|
||||
bool front, back;
|
||||
int i;
|
||||
float d;
|
||||
|
||||
front = false;
|
||||
back = false;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
d = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( d < -epsilon ) {
|
||||
if ( front ) {
|
||||
return SIDE_CROSS;
|
||||
}
|
||||
back = true;
|
||||
continue;
|
||||
}
|
||||
else if ( d > epsilon ) {
|
||||
if ( back ) {
|
||||
return SIDE_CROSS;
|
||||
}
|
||||
front = true;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if ( back ) {
|
||||
return SIDE_BACK;
|
||||
}
|
||||
if ( front ) {
|
||||
return SIDE_FRONT;
|
||||
}
|
||||
return SIDE_ON;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::PointInside
|
||||
============
|
||||
*/
|
||||
bool idWinding2D::PointInside( const idVec2 &point, const float epsilon ) const {
|
||||
int i;
|
||||
float d;
|
||||
idVec3 plane;
|
||||
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
plane = Plane2DFromPoints( p[i], p[(i+1) % numPoints] );
|
||||
d = plane.x * point.x + plane.y * point.y + plane.z;
|
||||
if ( d > epsilon ) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::LineIntersection
|
||||
============
|
||||
*/
|
||||
bool idWinding2D::LineIntersection( const idVec2 &start, const idVec2 &end ) const {
|
||||
int i, numEdges;
|
||||
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
|
||||
float d1, d2, epsilon = 0.1f;
|
||||
idVec3 plane, edges[2];
|
||||
|
||||
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
|
||||
|
||||
plane = Plane2DFromPoints( start, end );
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
d1 = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( d1 > epsilon ) {
|
||||
sides[i] = SIDE_FRONT;
|
||||
}
|
||||
else if ( d1 < -epsilon ) {
|
||||
sides[i] = SIDE_BACK;
|
||||
}
|
||||
else {
|
||||
sides[i] = SIDE_ON;
|
||||
}
|
||||
counts[sides[i]]++;
|
||||
}
|
||||
sides[i] = sides[0];
|
||||
|
||||
if ( !counts[SIDE_FRONT] ) {
|
||||
return false;
|
||||
}
|
||||
if ( !counts[SIDE_BACK] ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
numEdges = 0;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
if ( sides[i] != sides[i+1] && sides[i+1] != SIDE_ON ) {
|
||||
edges[numEdges++] = Plane2DFromPoints( p[i], p[(i+1)%numPoints] );
|
||||
if ( numEdges >= 2 ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( numEdges < 2 ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
d1 = edges[0].x * start.x + edges[0].y * start.y + edges[0].z;
|
||||
d2 = edges[0].x * end.x + edges[0].y * end.y + edges[0].z;
|
||||
if ( FLOATSIGNBITNOTSET( d1 ) & FLOATSIGNBITNOTSET( d2 ) ) {
|
||||
return false;
|
||||
}
|
||||
d1 = edges[1].x * start.x + edges[1].y * start.y + edges[1].z;
|
||||
d2 = edges[1].x * end.x + edges[1].y * end.y + edges[1].z;
|
||||
if ( FLOATSIGNBITNOTSET( d1 ) & FLOATSIGNBITNOTSET( d2 ) ) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
idWinding2D::RayIntersection
|
||||
============
|
||||
*/
|
||||
bool idWinding2D::RayIntersection( const idVec2 &start, const idVec2 &dir, float &scale1, float &scale2, int *edgeNums ) const {
|
||||
int i, numEdges, localEdgeNums[2];
|
||||
int sides[MAX_POINTS_ON_WINDING_2D+1], counts[3];
|
||||
float d1, d2, epsilon = 0.1f;
|
||||
idVec3 plane, edges[2];
|
||||
|
||||
scale1 = scale2 = 0.0f;
|
||||
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
|
||||
|
||||
plane = Plane2DFromVecs( start, dir );
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
d1 = plane.x * p[i].x + plane.y * p[i].y + plane.z;
|
||||
if ( d1 > epsilon ) {
|
||||
sides[i] = SIDE_FRONT;
|
||||
}
|
||||
else if ( d1 < -epsilon ) {
|
||||
sides[i] = SIDE_BACK;
|
||||
}
|
||||
else {
|
||||
sides[i] = SIDE_ON;
|
||||
}
|
||||
counts[sides[i]]++;
|
||||
}
|
||||
sides[i] = sides[0];
|
||||
|
||||
if ( !counts[SIDE_FRONT] ) {
|
||||
return false;
|
||||
}
|
||||
if ( !counts[SIDE_BACK] ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
numEdges = 0;
|
||||
for ( i = 0; i < numPoints; i++ ) {
|
||||
if ( sides[i] != sides[i+1] && sides[i+1] != SIDE_ON ) {
|
||||
localEdgeNums[numEdges] = i;
|
||||
edges[numEdges++] = Plane2DFromPoints( p[i], p[(i+1)%numPoints] );
|
||||
if ( numEdges >= 2 ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( numEdges < 2 ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
d1 = edges[0].x * start.x + edges[0].y * start.y + edges[0].z;
|
||||
d2 = - ( edges[0].x * dir.x + edges[0].y * dir.y );
|
||||
if ( d2 == 0.0f ) {
|
||||
return false;
|
||||
}
|
||||
scale1 = d1 / d2;
|
||||
d1 = edges[1].x * start.x + edges[1].y * start.y + edges[1].z;
|
||||
d2 = - ( edges[1].x * dir.x + edges[1].y * dir.y );
|
||||
if ( d2 == 0.0f ) {
|
||||
return false;
|
||||
}
|
||||
scale2 = d1 / d2;
|
||||
|
||||
if ( idMath::Fabs( scale1 ) > idMath::Fabs( scale2 ) ) {
|
||||
idSwap( scale1, scale2 );
|
||||
idSwap( localEdgeNums[0], localEdgeNums[1] );
|
||||
}
|
||||
|
||||
if ( edgeNums ) {
|
||||
edgeNums[0] = localEdgeNums[0];
|
||||
edgeNums[1] = localEdgeNums[1];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user