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- /*
- ===========================================================================
- 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.
- ===========================================================================
- */
- #ifndef __WINDING2D_H__
- #define __WINDING2D_H__
- /*
- ===============================================================================
- A 2D winding is an arbitrary convex 2D polygon defined by an array of points.
- ===============================================================================
- */
- #define MAX_POINTS_ON_WINDING_2D 16
- class idWinding2D {
- public:
- idWinding2D();
- idWinding2D & operator=( const idWinding2D &winding );
- const idVec2 & operator[]( const int index ) const;
- idVec2 & operator[]( const int index );
- void Clear();
- void AddPoint( const idVec2 &point );
- int GetNumPoints() const;
- void Expand( const float d );
- void ExpandForAxialBox( const idVec2 bounds[2] );
- // splits the winding into a front and back winding, the winding itself stays unchanged
- // returns a SIDE_?
- int Split( const idVec3 &plane, const float epsilon, idWinding2D **front, idWinding2D **back ) const;
- // cuts off the part at the back side of the plane, returns true if some part was at the front
- // if there is nothing at the front the number of points is set to zero
- bool ClipInPlace( const idVec3 &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
- idWinding2D * Copy() const;
- idWinding2D * Reverse() const;
- float GetArea() const;
- idVec2 GetCenter() const;
- float GetRadius( const idVec2 ¢er ) const;
- void GetBounds( idVec2 bounds[2] ) const;
- bool IsTiny() const;
- bool IsHuge() const; // base winding for a plane is typically huge
- void Print() const;
- float PlaneDistance( const idVec3 &plane ) const;
- int PlaneSide( const idVec3 &plane, const float epsilon = ON_EPSILON ) const;
- bool PointInside( const idVec2 &point, const float epsilon ) const;
- bool LineIntersection( const idVec2 &start, const idVec2 &end ) const;
- bool RayIntersection( const idVec2 &start, const idVec2 &dir, float &scale1, float &scale2, int *edgeNums = NULL ) const;
- static idVec3 Plane2DFromPoints( const idVec2 &start, const idVec2 &end, const bool normalize = false );
- static idVec3 Plane2DFromVecs( const idVec2 &start, const idVec2 &dir, const bool normalize = false );
- static bool Plane2DIntersection( const idVec3 &plane1, const idVec3 &plane2, idVec2 &point );
- private:
- int numPoints;
- idVec2 p[MAX_POINTS_ON_WINDING_2D];
- };
- ID_INLINE idWinding2D::idWinding2D() {
- numPoints = 0;
- }
- ID_INLINE idWinding2D &idWinding2D::operator=( const idWinding2D &winding ) {
- int i;
- for ( i = 0; i < winding.numPoints; i++ ) {
- p[i] = winding.p[i];
- }
- numPoints = winding.numPoints;
- return *this;
- }
- ID_INLINE const idVec2 &idWinding2D::operator[]( const int index ) const {
- return p[ index ];
- }
- ID_INLINE idVec2 &idWinding2D::operator[]( const int index ) {
- return p[ index ];
- }
- ID_INLINE void idWinding2D::Clear() {
- numPoints = 0;
- }
- ID_INLINE void idWinding2D::AddPoint( const idVec2 &point ) {
- p[numPoints++] = point;
- }
- ID_INLINE int idWinding2D::GetNumPoints() const {
- return numPoints;
- }
- ID_INLINE idVec3 idWinding2D::Plane2DFromPoints( const idVec2 &start, const idVec2 &end, const bool normalize ) {
- idVec3 plane;
- plane.x = start.y - end.y;
- plane.y = end.x - start.x;
- if ( normalize ) {
- plane.ToVec2().Normalize();
- }
- plane.z = - ( start.x * plane.x + start.y * plane.y );
- return plane;
- }
- ID_INLINE idVec3 idWinding2D::Plane2DFromVecs( const idVec2 &start, const idVec2 &dir, const bool normalize ) {
- idVec3 plane;
- plane.x = -dir.y;
- plane.y = dir.x;
- if ( normalize ) {
- plane.ToVec2().Normalize();
- }
- plane.z = - ( start.x * plane.x + start.y * plane.y );
- return plane;
- }
- ID_INLINE bool idWinding2D::Plane2DIntersection( const idVec3 &plane1, const idVec3 &plane2, idVec2 &point ) {
- float n00, n01, n11, det, invDet, f0, f1;
- n00 = plane1.x * plane1.x + plane1.y * plane1.y;
- n01 = plane1.x * plane2.x + plane1.y * plane2.y;
- n11 = plane2.x * plane2.x + plane2.y * plane2.y;
- det = n00 * n11 - n01 * n01;
- if ( idMath::Fabs(det) < 1e-6f ) {
- return false;
- }
- invDet = 1.0f / det;
- f0 = ( n01 * plane2.z - n11 * plane1.z ) * invDet;
- f1 = ( n01 * plane1.z - n00 * plane2.z ) * invDet;
- point.x = f0 * plane1.x + f1 * plane2.x;
- point.y = f0 * plane1.y + f1 * plane2.y;
- return true;
- }
- #endif /* !__WINDING2D_H__ */
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