123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- 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.
- 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.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../precompiled.h"
- idSphere sphere_zero( vec3_zero, 0.0f );
- /*
- ================
- idSphere::PlaneDistance
- ================
- */
- float idSphere::PlaneDistance( const idPlane &plane ) const {
- float d;
- d = plane.Distance( origin );
- if ( d > radius ) {
- return d - radius;
- }
- if ( d < -radius ) {
- return d + radius;
- }
- return 0.0f;
- }
- /*
- ================
- idSphere::PlaneSide
- ================
- */
- int idSphere::PlaneSide( const idPlane &plane, const float epsilon ) const {
- float d;
- d = plane.Distance( origin );
- if ( d > radius + epsilon ) {
- return PLANESIDE_FRONT;
- }
- if ( d < -radius - epsilon ) {
- return PLANESIDE_BACK;
- }
- return PLANESIDE_CROSS;
- }
- /*
- ============
- idSphere::LineIntersection
- Returns true if the line intersects the sphere between the start and end point.
- ============
- */
- bool idSphere::LineIntersection( const idVec3 &start, const idVec3 &end ) const {
- idVec3 r, s, e;
- float a;
- s = start - origin;
- e = end - origin;
- r = e - s;
- a = -s * r;
- if ( a <= 0 ) {
- return ( s * s < radius * radius );
- }
- else if ( a >= r * r ) {
- return ( e * e < radius * radius );
- }
- else {
- r = s + ( a / ( r * r ) ) * r;
- return ( r * r < radius * radius );
- }
- }
- /*
- ============
- idSphere::RayIntersection
- Returns true if the ray intersects the sphere.
- The ray can intersect the sphere in both directions from the start point.
- If start is inside the sphere then scale1 < 0 and scale2 > 0.
- ============
- */
- bool idSphere::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const {
- double a, b, c, d, sqrtd;
- idVec3 p;
- p = start - origin;
- a = dir * dir;
- b = dir * p;
- c = p * p - radius * radius;
- d = b * b - c * a;
- if ( d < 0.0f ) {
- return false;
- }
- sqrtd = idMath::Sqrt( d );
- a = 1.0f / a;
- scale1 = ( -b + sqrtd ) * a;
- scale2 = ( -b - sqrtd ) * a;
- return true;
- }
- /*
- ============
- idSphere::FromPoints
- Tight sphere for a point set.
- ============
- */
- void idSphere::FromPoints( const idVec3 *points, const int numPoints ) {
- int i;
- float radiusSqr, dist;
- idVec3 mins, maxs;
- SIMDProcessor->MinMax( mins, maxs, points, numPoints );
- origin = ( mins + maxs ) * 0.5f;
- radiusSqr = 0.0f;
- for ( i = 0; i < numPoints; i++ ) {
- dist = ( points[i] - origin ).LengthSqr();
- if ( dist > radiusSqr ) {
- radiusSqr = dist;
- }
- }
- radius = idMath::Sqrt( radiusSqr );
- }
|