DOOM-3-BFG

DOOM 3 BFG Edition
Log | Files | Refs

Plane.cpp (4210B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #pragma hdrstop
     30 #include "../precompiled.h"
     31 
     32 idPlane plane_origin( 0.0f, 0.0f, 0.0f, 0.0f );
     33 
     34 /*
     35 ================
     36 idPlane::Type
     37 ================
     38 */
     39 int idPlane::Type() const {
     40 	if ( Normal()[0] == 0.0f ) {
     41 		if ( Normal()[1] == 0.0f ) {
     42 			return Normal()[2] > 0.0f ? PLANETYPE_Z : PLANETYPE_NEGZ;
     43 		}
     44 		else if ( Normal()[2] == 0.0f ) {
     45 			return Normal()[1] > 0.0f ? PLANETYPE_Y : PLANETYPE_NEGY;
     46 		}
     47 		else {
     48 			return PLANETYPE_ZEROX;
     49 		}
     50 	}
     51 	else if ( Normal()[1] == 0.0f ) {
     52 		if ( Normal()[2] == 0.0f ) {
     53 			return Normal()[0] > 0.0f ? PLANETYPE_X : PLANETYPE_NEGX;
     54 		}
     55 		else {
     56 			return PLANETYPE_ZEROY;
     57 		}
     58 	}
     59 	else if ( Normal()[2] == 0.0f ) {
     60 		return PLANETYPE_ZEROZ;
     61 	}
     62 	else {
     63 		return PLANETYPE_NONAXIAL;
     64 	}
     65 }
     66 
     67 /*
     68 ================
     69 idPlane::HeightFit
     70 ================
     71 */
     72 bool idPlane::HeightFit( const idVec3 *points, const int numPoints ) {
     73 	int i;
     74 	float sumXX = 0.0f, sumXY = 0.0f, sumXZ = 0.0f;
     75 	float sumYY = 0.0f, sumYZ = 0.0f;
     76 	idVec3 sum, average, dir;
     77 
     78 	if ( numPoints == 1 ) {
     79 		a = 0.0f;
     80 		b = 0.0f;
     81 		c = 1.0f;
     82 		d = -points[0].z;
     83 		return true;
     84 	}
     85 	if ( numPoints == 2 ) {
     86 		dir = points[1] - points[0];
     87 		Normal() = dir.Cross( idVec3( 0, 0, 1 ) ).Cross( dir );
     88 		Normalize();
     89 		d = -( Normal() * points[0] );
     90 		return true;
     91 	}
     92 
     93 	sum.Zero();
     94 	for ( i = 0; i < numPoints; i++) {
     95 		sum += points[i];
     96 	}
     97 	average = sum / numPoints;
     98 
     99 	for ( i = 0; i < numPoints; i++ ) {
    100 		dir = points[i] - average;
    101 		sumXX += dir.x * dir.x;
    102 		sumXY += dir.x * dir.y;
    103 		sumXZ += dir.x * dir.z;
    104 		sumYY += dir.y * dir.y;
    105 		sumYZ += dir.y * dir.z;
    106 	}
    107 
    108 	idMat2 m( sumXX, sumXY, sumXY, sumYY );
    109 	if ( !m.InverseSelf() ) {
    110 		return false;
    111 	}
    112 
    113 	a = - sumXZ * m[0][0] - sumYZ * m[0][1];
    114 	b = - sumXZ * m[1][0] - sumYZ * m[1][1];
    115 	c = 1.0f;
    116 	Normalize();
    117 	d = -( a * average.x + b * average.y + c * average.z );
    118 	return true;
    119 }
    120 
    121 /*
    122 ================
    123 idPlane::PlaneIntersection
    124 ================
    125 */
    126 bool idPlane::PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const {
    127 	double n00, n01, n11, det, invDet, f0, f1;
    128 
    129 	n00 = Normal().LengthSqr();
    130 	n01 = Normal() * plane.Normal();
    131 	n11 = plane.Normal().LengthSqr();
    132 	det = n00 * n11 - n01 * n01;
    133 
    134 	if ( idMath::Fabs(det) < 1e-6f ) {
    135 		return false;
    136 	}
    137 
    138 	invDet = 1.0f / det;
    139 	f0 = ( n01 * plane.d - n11 * d ) * invDet;
    140 	f1 = ( n01 * d - n00 * plane.d ) * invDet;
    141 
    142 	dir = Normal().Cross( plane.Normal() );
    143 	start = f0 * Normal() + f1 * plane.Normal();
    144 	return true;
    145 }
    146 
    147 /*
    148 =============
    149 idPlane::ToString
    150 =============
    151 */
    152 const char *idPlane::ToString( int precision ) const {
    153 	return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
    154 }