1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8 
9 Doom 3 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 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 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 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.
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 #include "sys/platform.h"
30 #include "idlib/Str.h"
31 
32 #include "idlib/math/Plane.h"
33 
34 idPlane plane_origin( 0.0f, 0.0f, 0.0f, 0.0f );
35 
36 /*
37 ================
38 idPlane::Type
39 ================
40 */
Type(void) const41 int idPlane::Type( void ) const {
42 	if ( Normal()[0] == 0.0f ) {
43 		if ( Normal()[1] == 0.0f ) {
44 			return Normal()[2] > 0.0f ? PLANETYPE_Z : PLANETYPE_NEGZ;
45 		}
46 		else if ( Normal()[2] == 0.0f ) {
47 			return Normal()[1] > 0.0f ? PLANETYPE_Y : PLANETYPE_NEGY;
48 		}
49 		else {
50 			return PLANETYPE_ZEROX;
51 		}
52 	}
53 	else if ( Normal()[1] == 0.0f ) {
54 		if ( Normal()[2] == 0.0f ) {
55 			return Normal()[0] > 0.0f ? PLANETYPE_X : PLANETYPE_NEGX;
56 		}
57 		else {
58 			return PLANETYPE_ZEROY;
59 		}
60 	}
61 	else if ( Normal()[2] == 0.0f ) {
62 		return PLANETYPE_ZEROZ;
63 	}
64 	else {
65 		return PLANETYPE_NONAXIAL;
66 	}
67 }
68 
69 /*
70 ================
71 idPlane::HeightFit
72 ================
73 */
HeightFit(const idVec3 * points,const int numPoints)74 bool idPlane::HeightFit( const idVec3 *points, const int numPoints ) {
75 	int i;
76 	float sumXX = 0.0f, sumXY = 0.0f, sumXZ = 0.0f;
77 	float sumYY = 0.0f, sumYZ = 0.0f;
78 	idVec3 sum, average, dir;
79 
80 	if ( numPoints == 1 ) {
81 		a = 0.0f;
82 		b = 0.0f;
83 		c = 1.0f;
84 		d = -points[0].z;
85 		return true;
86 	}
87 	if ( numPoints == 2 ) {
88 		dir = points[1] - points[0];
89 		Normal() = dir.Cross( idVec3( 0, 0, 1 ) ).Cross( dir );
90 		Normalize();
91 		d = -( Normal() * points[0] );
92 		return true;
93 	}
94 
95 	sum.Zero();
96 	for ( i = 0; i < numPoints; i++) {
97 		sum += points[i];
98 	}
99 	average = sum / numPoints;
100 
101 	for ( i = 0; i < numPoints; i++ ) {
102 		dir = points[i] - average;
103 		sumXX += dir.x * dir.x;
104 		sumXY += dir.x * dir.y;
105 		sumXZ += dir.x * dir.z;
106 		sumYY += dir.y * dir.y;
107 		sumYZ += dir.y * dir.z;
108 	}
109 
110 	idMat2 m( sumXX, sumXY, sumXY, sumYY );
111 	if ( !m.InverseSelf() ) {
112 		return false;
113 	}
114 
115 	a = - sumXZ * m[0][0] - sumYZ * m[0][1];
116 	b = - sumXZ * m[1][0] - sumYZ * m[1][1];
117 	c = 1.0f;
118 	Normalize();
119 	d = -( a * average.x + b * average.y + c * average.z );
120 	return true;
121 }
122 
123 /*
124 ================
125 idPlane::PlaneIntersection
126 ================
127 */
PlaneIntersection(const idPlane & plane,idVec3 & start,idVec3 & dir) const128 bool idPlane::PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const {
129 	double n00, n01, n11, det, invDet, f0, f1;
130 
131 	n00 = Normal().LengthSqr();
132 	n01 = Normal() * plane.Normal();
133 	n11 = plane.Normal().LengthSqr();
134 	det = n00 * n11 - n01 * n01;
135 
136 	if ( idMath::Fabs(det) < 1e-6f ) {
137 		return false;
138 	}
139 
140 	invDet = 1.0f / det;
141 	f0 = ( n01 * plane.d - n11 * d ) * invDet;
142 	f1 = ( n01 * d - n00 * plane.d ) * invDet;
143 
144 	dir = Normal().Cross( plane.Normal() );
145 	start = f0 * Normal() + f1 * plane.Normal();
146 	return true;
147 }
148 
149 /*
150 =============
151 idPlane::ToString
152 =============
153 */
ToString(int precision) const154 const char *idPlane::ToString( int precision ) const {
155 	return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
156 }
157