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C++ idPlane::Normal方法代码示例

本文整理汇总了C++中idPlane::Normal方法的典型用法代码示例。如果您正苦于以下问题:C++ idPlane::Normal方法的具体用法?C++ idPlane::Normal怎么用?C++ idPlane::Normal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在idPlane的用法示例。


在下文中一共展示了idPlane::Normal方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: R_LocalPlaneToGlobal

void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane &in, idPlane &out ) {
	float	offset;

	R_LocalVectorToGlobal( modelMatrix, in.Normal(), out.Normal() );

	offset = modelMatrix[12] * out[0] + modelMatrix[13] * out[1] + modelMatrix[14] * out[2];
	out[3] = in[3] - offset;
}
开发者ID:casey0102,项目名称:iodoom3,代码行数:8,代码来源:tr_main.cpp

示例2: FromWinding

/*
============
idBrush::FromWinding
============
*/
bool idBrush::FromWinding( const idWinding& w, const idPlane& windingPlane )
{
	int i, j, bestAxis;
	idPlane plane;
	idVec3 normal, axialNormal;
	
	sides.Append( new idBrushSide( windingPlane, -1 ) );
	sides.Append( new idBrushSide( -windingPlane, -1 ) );
	
	bestAxis = 0;
	for( i = 1; i < 3; i++ )
	{
		if( idMath::Fabs( windingPlane.Normal()[i] ) > idMath::Fabs( windingPlane.Normal()[bestAxis] ) )
		{
			bestAxis = i;
		}
	}
	axialNormal = vec3_origin;
	if( windingPlane.Normal()[bestAxis] > 0.0f )
	{
		axialNormal[bestAxis] = 1.0f;
	}
	else
	{
		axialNormal[bestAxis] = -1.0f;
	}
	
	for( i = 0; i < w.GetNumPoints(); i++ )
	{
		j = ( i + 1 ) % w.GetNumPoints();
		normal = ( w[j].ToVec3() - w[i].ToVec3() ).Cross( axialNormal );
		if( normal.Normalize() < 0.5f )
		{
			continue;
		}
		plane.SetNormal( normal );
		plane.FitThroughPoint( w[j].ToVec3() );
		sides.Append( new idBrushSide( plane, -1 ) );
	}
	
	if( sides.Num() < 4 )
	{
		for( i = 0; i < sides.Num(); i++ )
		{
			delete sides[i];
		}
		sides.Clear();
		return false;
	}
	
	sides[0]->winding = w.Copy();
	windingsValid = true;
	BoundBrush();
	
	return true;
}
开发者ID:Yetta1,项目名称:OpenTechBFG,代码行数:61,代码来源:Brush.cpp

示例3: PlaneSide

/*
================
idBox::PlaneSide
================
*/
int idBox::PlaneSide( const idPlane &plane, const float epsilon ) const {
	float d1, d2;

	d1 = plane.Distance( center );
	d2 = idMath::Fabs( extents[0] * plane.Normal()[0] ) +
			idMath::Fabs( extents[1] * plane.Normal()[1] ) +
				idMath::Fabs( extents[2] * plane.Normal()[2] );

	if ( d1 - d2 > epsilon ) {
		return PLANESIDE_FRONT;
	}
	if ( d1 + d2 < -epsilon ) {
		return PLANESIDE_BACK;
	}
	return PLANESIDE_CROSS;
}
开发者ID:Justasic,项目名称:DOOM-3,代码行数:21,代码来源:Box.cpp

示例4: PlaneDistance

/*
================
idBox::PlaneDistance
================
*/
float idBox::PlaneDistance( const idPlane &plane ) const {
	float d1, d2;

	d1 = plane.Distance( center );
	d2 = idMath::Fabs( extents[0] * plane.Normal()[0] ) +
			idMath::Fabs( extents[1] * plane.Normal()[1] ) +
				idMath::Fabs( extents[2] * plane.Normal()[2] );

	if ( d1 - d2 > 0.0f ) {
		return d1 - d2;
	}
	if ( d1 + d2 < 0.0f ) {
		return d1 + d2;
	}
	return 0.0f;
}
开发者ID:Justasic,项目名称:DOOM-3,代码行数:21,代码来源:Box.cpp

示例5: PlaneSide

/*
================
idBounds::PlaneSide
================
*/
int idBounds::PlaneSide( const idPlane &plane, const float epsilon ) const {
	idVec3 center;
	float d1, d2;

	center = ( b[0] + b[1] ) * 0.5f;

	d1 = plane.Distance( center );
	d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
			idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
				idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );

	if ( d1 - d2 > epsilon ) {
		return PLANESIDE_FRONT;
	}
	if ( d1 + d2 < -epsilon ) {
		return PLANESIDE_BACK;
	}
	return PLANESIDE_CROSS;
}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:24,代码来源:Bounds.cpp

示例6: PlaneDistance

/*
================
idBounds::PlaneDistance
================
*/
float idBounds::PlaneDistance( const idPlane &plane ) const {
	idVec3 center;
	float d1, d2;

	center = ( b[0] + b[1] ) * 0.5f;

	d1 = plane.Distance( center );
	d2 = idMath::Fabs( ( b[1][0] - center[0] ) * plane.Normal()[0] ) +
			idMath::Fabs( ( b[1][1] - center[1] ) * plane.Normal()[1] ) +
				idMath::Fabs( ( b[1][2] - center[2] ) * plane.Normal()[2] );

	if ( d1 - d2 > 0.0f ) {
		return d1 - d2;
	}
	if ( d1 + d2 < 0.0f ) {
		return d1 + d2;
	}
	return 0.0f;
}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:24,代码来源:Bounds.cpp

示例7: PlaneIntersection

/*
================
idPlane::PlaneIntersection
================
*/
bool idPlane::PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const {
	double n00, n01, n11, det, invDet, f0, f1;

	n00 = Normal().LengthSqr();
	n01 = Normal() * plane.Normal();
	n11 = plane.Normal().LengthSqr();
	det = n00 * n11 - n01 * n01;

	if ( idMath::Fabs(det) < 1e-6f ) {
		return false;
	}

	invDet = 1.0f / det;
	f0 = ( n01 * plane.d - n11 * d ) * invDet;
	f1 = ( n01 * d - n00 * plane.d ) * invDet;

	dir = Normal().Cross( plane.Normal() );
	start = f0 * Normal() + f1 * plane.Normal();
	return true;
}
开发者ID:krunt,项目名称:projects,代码行数:25,代码来源:Plane.cpp

示例8: EdgeSplitPoint

/*
============
idAASLocal::EdgeSplitPoint

  calculates split point of the edge with the plane
  returns true if the split point is between the edge vertices
============
*/
bool idAASLocal::EdgeSplitPoint( idVec3 &split, int edgeNum, const idPlane &plane ) const {
	const aasEdge_t *edge;
	idVec3 v1, v2;
	float d1, d2;
	edge = &file->GetEdge( edgeNum );
	v1 = file->GetVertex( edge->vertexNum[0] );
	v2 = file->GetVertex( edge->vertexNum[1] );
	d1 = v1 * plane.Normal() - plane.Dist();
	d2 = v2 * plane.Normal() - plane.Dist();
	//if ( (d1 < CM_CLIP_EPSILON && d2 < CM_CLIP_EPSILON) || (d1 > -CM_CLIP_EPSILON && d2 > -CM_CLIP_EPSILON) ) {
	if( FLOATSIGNBITSET( d1 ) == FLOATSIGNBITSET( d2 ) ) {
		return false;
	}
	split = v1 + ( d1 / ( d1 - d2 ) ) * ( v2 - v1 );
	return true;
}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:24,代码来源:AAS_pathing.cpp

示例9: Split

/*
=================
idSurface::Split
=================
*/
int idSurface::Split( const idPlane &plane, const float epsilon, idSurface **front, idSurface **back, int *frontOnPlaneEdges, int *backOnPlaneEdges ) const {
	float *			dists;
	float			f;
	byte *			sides;
	int				counts[3];
	int *			edgeSplitVertex;
	int				numEdgeSplitVertexes;
	int *			vertexRemap[2];
	int				vertexIndexNum[2][2];
	int *			vertexCopyIndex[2];
	int *			indexPtr[2];
	int				indexNum[2];
	int *			index;
	int *			onPlaneEdges[2];
	int				numOnPlaneEdges[2];
	int				maxOnPlaneEdges;
	int				i;
	idSurface *		surface[2];
	idDrawVert		v;

	dists = (float *) _alloca( verts.Num() * sizeof( float ) );
	sides = (byte *) _alloca( verts.Num() * sizeof( byte ) );

	counts[0] = counts[1] = counts[2] = 0;

	// determine side for each vertex
	for ( i = 0; i < verts.Num(); i++ ) {
		dists[i] = f = plane.Distance( verts[i].xyz );
		if ( f > epsilon ) {
			sides[i] = SIDE_FRONT;
		} else if ( f < -epsilon ) {
			sides[i] = SIDE_BACK;
		} else {
			sides[i] = SIDE_ON;
		}
		counts[sides[i]]++;
	}

	*front = *back = NULL;

	// if coplanar, put on the front side if the normals match
	if ( !counts[SIDE_FRONT] && !counts[SIDE_BACK] ) {

		f = ( verts[indexes[1]].xyz - verts[indexes[0]].xyz ).Cross( verts[indexes[0]].xyz - verts[indexes[2]].xyz ) * plane.Normal();
		if ( FLOATSIGNBITSET( f ) ) {
			*back = new idSurface( *this );
			return SIDE_BACK;
		} else {
			*front = new idSurface( *this );
			return SIDE_FRONT;
		}
	}
	// if nothing at the front of the clipping plane
	if ( !counts[SIDE_FRONT] ) {
		*back = new idSurface( *this );
		return SIDE_BACK;
	}
	// if nothing at the back of the clipping plane
	if ( !counts[SIDE_BACK] ) {
		*front = new idSurface( *this );
		return SIDE_FRONT;
	}

	// allocate front and back surface
	*front = surface[0] = new idSurface();
	*back = surface[1] = new idSurface();

	edgeSplitVertex = (int *) _alloca( edges.Num() * sizeof( int ) );
	numEdgeSplitVertexes = 0;

	maxOnPlaneEdges = 4 * counts[SIDE_ON];
	counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;

	// split edges
	for ( i = 0; i < edges.Num(); i++ ) {
		int v0 = edges[i].verts[0];
		int v1 = edges[i].verts[1];
		int sidesOr = ( sides[v0] | sides[v1] );

		// if both vertexes are on the same side or one is on the clipping plane
		if ( !( sides[v0] ^ sides[v1] ) || ( sidesOr & SIDE_ON ) ) {
			edgeSplitVertex[i] = -1;
			counts[sidesOr & SIDE_BACK]++;
			counts[SIDE_ON] += ( sidesOr & SIDE_ON ) >> 1;
		} else {
开发者ID:SYNTISSU,项目名称:doom3-source-review,代码行数:90,代码来源:Surface.cpp

示例10: R_ChopWinding

/*
=============
R_ChopWinding

Clips a triangle from one buffer to another, setting edge flags
The returned buffer may be the same as inNum if no clipping is done
If entirely clipped away, clipTris[returned].numVerts == 0

I have some worries about edge flag cases when polygons are clipped
multiple times near the epsilon.
=============
*/
static int R_ChopWinding( clipTri_t clipTris[2], int inNum, const idPlane plane ) {
	clipTri_t	*in, *out;
	float	dists[MAX_CLIPPED_POINTS];
	int		sides[MAX_CLIPPED_POINTS];
	int		counts[3];
	float	dot;
	int		i, j;
	idVec3	mid;
	bool	front;

	in = &clipTris[inNum];
	out = &clipTris[inNum^1];
	counts[0] = counts[1] = counts[2] = 0;

	// determine sides for each point
	front = false;
	for ( i = 0; i < in->numVerts; i++ ) {
		dot = in->verts[i] * plane.Normal() + plane[3];
		dists[i] = dot;
		if ( dot < LIGHT_CLIP_EPSILON ) {	// slop onto the back
			sides[i] = SIDE_BACK;
		} else {
			sides[i] = SIDE_FRONT;
			if ( dot > LIGHT_CLIP_EPSILON ) {
				front = true;
			}
		}
		counts[sides[i]]++;
	}

	// if none in front, it is completely clipped away
	if ( !front ) {
		in->numVerts = 0;
		return inNum;
	}
	if ( !counts[SIDE_BACK] ) {
		return inNum;		// inout stays the same
	}

	// avoid wrapping checks by duplicating first value to end
	sides[i] = sides[0];
	dists[i] = dists[0];
	in->verts[in->numVerts] = in->verts[0];

	out->numVerts = 0;
	for ( i = 0 ; i < in->numVerts ; i++ ) {
		idVec3 &p1 = in->verts[i];
		
		if ( sides[i] == SIDE_FRONT ) {
			out->verts[out->numVerts] = p1;
			out->numVerts++;
		}

		if ( sides[i+1] == sides[i] ) {
			continue;
		}
			
		// generate a split point
		idVec3 &p2 = in->verts[i+1];
		
		dot = dists[i] / ( dists[i] - dists[i+1] );
		for ( j = 0; j < 3; j++ ) {
			mid[j] = p1[j] + dot * ( p2[j] - p1[j] );
		}
			
		out->verts[out->numVerts] = mid;

		out->numVerts++;
	}

	return inNum ^ 1;
}
开发者ID:sbrown345,项目名称:doom3_emscripten,代码行数:84,代码来源:Interaction.cpp

示例11: Split


//.........这里部分代码省略.........
			{
				maxBackWinding[i] = dist;
			}
		}
		
		if( maxFrontWinding[i] > maxFront )
		{
			maxFront = maxFrontWinding[i];
		}
		if( maxBackWinding[i] < maxBack )
		{
			maxBack = maxBackWinding[i];
		}
	}
	
	if( maxFront < BRUSH_EPSILON )
	{
		if( back )
		{
			*back = Copy();
		}
		return PLANESIDE_BACK;
	}
	
	if( maxBack > -BRUSH_EPSILON )
	{
		if( front )
		{
			*front = Copy();
		}
		return PLANESIDE_FRONT;
	}
	
	mid = new idWinding( plane.Normal(), plane.Dist() );
	
	for( i = 0; i < sides.Num() && mid; i++ )
	{
		mid = mid->Clip( -sides[i]->plane, BRUSH_EPSILON, false );
	}
	
	if( mid )
	{
		if( mid->IsTiny() )
		{
			delete mid;
			mid = NULL;
		}
		else if( mid->IsHuge() )
		{
			// if the winding is huge then the brush is unbounded
			common->Warning( "brush %d on entity %d is unbounded"
							 "( %1.2f %1.2f %1.2f )-( %1.2f %1.2f %1.2f )-( %1.2f %1.2f %1.2f )", primitiveNum, entityNum,
							 bounds[0][0], bounds[0][1], bounds[0][2], bounds[1][0], bounds[1][1], bounds[1][2],
							 bounds[1][0] - bounds[0][0], bounds[1][1] - bounds[0][1], bounds[1][2] - bounds[0][2] );
			delete mid;
			mid = NULL;
		}
	}
	
	if( !mid )
	{
		if( maxFront > - maxBack )
		{
			if( front )
			{
				*front = Copy();
开发者ID:Yetta1,项目名称:OpenTechBFG,代码行数:67,代码来源:Brush.cpp

示例12: Split

/*
============
idBrushBSPNode::Split
============
*/
bool idBrushBSPNode::Split( const idPlane &splitPlane, int splitPlaneNum ) {
	int s, i;
	idWinding *mid;
	idBrushBSPPortal *p, *midPortal, *newPortals[2];
	idBrushBSPNode *newNodes[2];

	mid = new idWinding( splitPlane.Normal(), splitPlane.Dist() );

	for ( p = portals; p && mid; p = p->next[s] ) {
		s = (p->nodes[1] == this);
		if ( s ) {
			mid = mid->Clip( -p->plane, 0.1f, false );
		}
		else {
			mid = mid->Clip( p->plane, 0.1f, false );
		}
	}

	if ( !mid ) {
		return false;
	}

	// allocate two new nodes
	for ( i = 0; i < 2; i++ ) {
		newNodes[i] = new idBrushBSPNode();
		newNodes[i]->flags = flags;
		newNodes[i]->contents = contents;
		newNodes[i]->parent = this;
	}

	// split all portals of the node
	for ( p = portals; p; p = portals ) {
		s = (p->nodes[1] == this);
		p->Split( splitPlane, &newPortals[0], &newPortals[1] );
		for ( i = 0; i < 2; i++ ) {
			if ( newPortals[i] ) {
				if ( s ) {
					newPortals[i]->AddToNodes( p->nodes[0], newNodes[i] );
				}
				else {
					newPortals[i]->AddToNodes( newNodes[i], p->nodes[1] );
				}
			}
		}
		p->RemoveFromNode( p->nodes[0] );
		p->RemoveFromNode( p->nodes[1] );
		delete p;
	}

	// add seperating portal
	midPortal = new idBrushBSPPortal();
	midPortal->plane = splitPlane;
	midPortal->planeNum = splitPlaneNum;
	midPortal->winding = mid;
	midPortal->AddToNodes( newNodes[0], newNodes[1] );

	// set new child nodes
	children[0] = newNodes[0];
	children[1] = newNodes[1];
	plane = splitPlane;

	return true;
}
开发者ID:AndreiBarsan,项目名称:doom3.gpl,代码行数:68,代码来源:BrushBSP.cpp

示例13: CreateDecal

/*
=================
idRenderModelDecal::CreateDecal
=================
*/
void idRenderModelDecal::CreateDecal( const idRenderModel *model, const decalProjectionParms_t &localParms ) {
	int maxVerts = 0;
	for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
		const modelSurface_t *surf = model->Surface( surfNum );
		if ( surf->geometry != NULL && surf->shader != NULL ) {
			maxVerts = Max( maxVerts, surf->geometry->numVerts );
		}
	}

	idTempArray< byte > cullBits( ALIGN( maxVerts, 4 ) );

	// check all model surfaces
	for ( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ ) {
		const modelSurface_t *surf = model->Surface( surfNum );

		// if no geometry or no shader
		if ( surf->geometry == NULL || surf->shader == NULL ) {
			continue;
		}

		// decals and overlays use the same rules
		if ( !localParms.force && !surf->shader->AllowOverlays() ) {
			continue;
		}

		srfTriangles_t *tri = surf->geometry;

		// if the triangle bounds do not overlap with the projection bounds
		if ( !localParms.projectionBounds.IntersectsBounds( tri->bounds ) ) {
			continue;
		}

		// decals don't work on animated models
		assert( tri->staticModelWithJoints == NULL );

		// catagorize all points by the planes
		R_DecalPointCullStatic( cullBits.Ptr(), localParms.boundingPlanes, tri->verts, tri->numVerts );

		// start streaming the indexes
		idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes );

		// find triangles inside the projection volume
		for ( int i = 0; i < tri->numIndexes; ) {

			const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;

			for ( ; i <= nextNumIndexes; i += 3 ) {
				const int i0 = indexesODS[i + 0];
				const int i1 = indexesODS[i + 1];
				const int i2 = indexesODS[i + 2];

				// skip triangles completely off one side
				if ( cullBits[i0] & cullBits[i1] & cullBits[i2] ) {
					continue;
				}

				const idDrawVert * verts[3] = {
					&tri->verts[i0],
					&tri->verts[i1],
					&tri->verts[i2]
				};

				// skip back facing triangles
				const idPlane plane( verts[0]->xyz, verts[1]->xyz, verts[2]->xyz );
				if ( plane.Normal() * localParms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 2].Normal() < -0.1f ) {
					continue;
				}

				// create a winding with texture coordinates for the triangle
				idFixedWinding fw;
				fw.SetNumPoints( 3 );
				if ( localParms.parallel ) {
					for ( int j = 0; j < 3; j++ ) {
						fw[j] = verts[j]->xyz;
						fw[j].s = localParms.textureAxis[0].Distance( verts[j]->xyz );
						fw[j].t = localParms.textureAxis[1].Distance( verts[j]->xyz );
					}
				} else {
					for ( int j = 0; j < 3; j++ ) {
						const idVec3 dir = verts[j]->xyz - localParms.projectionOrigin;
						float scale;
						localParms.boundingPlanes[NUM_DECAL_BOUNDING_PLANES - 1].RayIntersection( verts[j]->xyz, dir, scale );
						const idVec3 intersection = verts[j]->xyz + scale * dir;

						fw[j] = verts[j]->xyz;
						fw[j].s = localParms.textureAxis[0].Distance( intersection );
						fw[j].t = localParms.textureAxis[1].Distance( intersection );
					}
				}

				const int orBits = cullBits[i0] | cullBits[i1] | cullBits[i2];

				// clip the exact surface triangle to the projection volume
				for ( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) {
					if ( ( orBits & ( 1 << j ) ) != 0 ) {
//.........这里部分代码省略.........
开发者ID:Deepfreeze32,项目名称:taken,代码行数:101,代码来源:ModelDecal.cpp

示例14: PointFurthestFromPlane

/*
================
idCollisionModelManagerLocal::PointFurthestFromPlane

  calculates the direction of motion at the initial position, where dir < 0 means the point moves towards the plane
  if the point moves away from the plane the tangent of half the rotation angle at which
  the point is furthest away from the plane is also calculated
================
*/
int idCollisionModelManagerLocal::PointFurthestFromPlane( const cm_traceWork_t *tw, const idVec3 &point, const idPlane &plane,
													const float angle, float &tanHalfAngle, float &dir ) {

	double v1, v2, a, b, c, d, sqrtd, q, frac1, frac2;
	idVec3 p, normal;

	/*

	v2 * cos(t) + v1 * sin(t) + v0 = 0;

	// rotation about the z-axis
	v0 = normal[2] * p[2] + dist
	v1 = normal[0] * p[1] - normal[1] * p[0]
	v2 = normal[0] * p[0] + normal[1] * p[1]

	derivative:
	v1 * cos(t) - v2 * sin(t) = 0;

	r = tan(t / 2);
	sin(t) = 2*r/(1+r*r);
	cos(t) = (1-r*r)/(1+r*r);

	-v2 * 2 * r / (1 + r*r) + v1 * (1 - r*r)/(1+r*r);
	-v2 * 2 * r + v1 * (1 - r*r) / (1 + r*r) = 0;
	-v2 * 2 * r + v1 * (1 - r*r) = 0;
	(-v1) * r * r + (-2 * v2) * r + (v1) = 0;

	*/

	tanHalfAngle = 0.0f;

	// transform rotation axis to z-axis
	p = (point - tw->origin) * tw->matrix;
	normal = plane.Normal() * tw->matrix;

	v1 = normal[0] * p[1] - normal[1] * p[0];
	v2 = normal[0] * p[0] + normal[1] * p[1];

	// the point will always start at the front of the plane, therefore v0 + v2 > 0 is always true
	if ( angle < 0.0f ) {
		dir = -v1;
	}
	else {
		dir = v1;
	}
	// negative direction means the point moves towards the plane at the initial position
	if ( dir <= 0.0f ) {
		return true;
	}

	a = -v1;
	b = -v2;
	c = v1;
	if ( a == 0.0f ) {
		if ( b == 0.0f ) {
			return false;
		}
		frac1 = -c / ( 2.0f * b );
		frac2 = 1e10;	// = tan( idMath::HALF_PI )
	}
	else {
		d = b * b - c * a;
		if ( d <= 0.0f ) {
			return false;
		}
		sqrtd = sqrt( d );
		if ( b > 0.0f ) {
			q = - b + sqrtd;
		}
		else {
			q = - b - sqrtd;
		}
		frac1 = q / a;
		frac2 = c / q;
	}

	if ( angle < 0.0f ) {
		frac1 = -frac1;
		frac2 = -frac2;
	}

	if ( frac1 < 0.0f && frac2 < 0.0f ) {
		return false;
	}

	if ( frac1 > frac2 ) {
		tanHalfAngle = frac1;
	}
	else {
		tanHalfAngle = frac2;
	}
//.........这里部分代码省略.........
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:101,代码来源:CollisionModel_rotate.cpp

示例15: RotatePointThroughPlane

/*
================
idCollisionModelManagerLocal::RotatePointThroughPlane

  calculates the tangent of half the rotation angle at which the point collides with the plane
================
*/
int idCollisionModelManagerLocal::RotatePointThroughPlane( const cm_traceWork_t *tw, const idVec3 &point, const idPlane &plane,
													const float angle, const float minTan, float &tanHalfAngle ) {
	double v0, v1, v2, a, b, c, d, sqrtd, q, frac1, frac2;
	idVec3 p, normal;

	/*

	p[0] = point[0] * cos(t) + point[1] * sin(t)
	p[1] = point[0] * -sin(t) + point[1] * cos(t)
	p[2] = point[2];

	normal[0] * (p[0] * cos(t) + p[1] * sin(t)) +
		normal[1] * (p[0] * -sin(t) + p[1] * cos(t)) +
			normal[2] * p[2] + dist = 0

	normal[0] * p[0] * cos(t) + normal[0] * p[1] * sin(t) +
		-normal[1] * p[0] * sin(t) + normal[1] * p[1] * cos(t) +
			normal[2] * p[2] + dist = 0

	v2 * cos(t) + v1 * sin(t) + v0

	// rotation about the z-axis
	v0 = normal[2] * p[2] + dist
	v1 = normal[0] * p[1] - normal[1] * p[0]
	v2 = normal[0] * p[0] + normal[1] * p[1]

	r = tan(t / 2);
	sin(t) = 2*r/(1+r*r);
	cos(t) = (1-r*r)/(1+r*r);

	v1 * 2 * r / (1 + r*r) + v2 * (1 - r*r) / (1 + r*r) + v0 = 0
	(v1 * 2 * r + v2 * (1 - r*r)) / (1 + r*r) = -v0
	(v1 * 2 * r + v2 - v2 * r*r) / (1 + r*r) = -v0
	v1 * 2 * r + v2 - v2 * r*r = -v0 * (1 + r*r)
	v1 * 2 * r + v2 - v2 * r*r = -v0 + -v0 * r*r
	(v0 - v2) * r * r + (2 * v1) * r + (v0 + v2) = 0;

	*/

	tanHalfAngle = tw->maxTan;

	// transform rotation axis to z-axis
	p = (point - tw->origin) * tw->matrix;
	d = plane[3] + plane.Normal() * tw->origin;
	normal = plane.Normal() * tw->matrix;

	v0 = normal[2] * p[2] + d;
	v1 = normal[0] * p[1] - normal[1] * p[0];
	v2 = normal[0] * p[0] + normal[1] * p[1];

	a = v0 - v2;
	b = v1;
	c = v0 + v2;
	if ( a == 0.0f ) {
		if ( b == 0.0f ) {
			return false;
		}
		frac1 = -c / ( 2.0f * b );
		frac2 = 1e10;	// = tan( idMath::HALF_PI )
	}
	else {
		d = b * b - c * a;
		if ( d <= 0.0f ) {
			return false;
		}
		sqrtd = sqrt( d );
		if ( b > 0.0f ) {
			q = - b + sqrtd;
		}
		else {
			q = - b - sqrtd;
		}
		frac1 = q / a;
		frac2 = c / q;
	}

	if ( angle < 0.0f ) {
		frac1 = -frac1;
		frac2 = -frac2;
	}

	// get smallest tangent for which a collision occurs
	if ( frac1 >= minTan && frac1 < tanHalfAngle ) {
		tanHalfAngle = frac1;
	}
	if ( frac2 >= minTan && frac2 < tanHalfAngle ) {
		tanHalfAngle = frac2;
	}

	if ( angle < 0.0f ) {
		tanHalfAngle = -tanHalfAngle;
	}

//.........这里部分代码省略.........
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:101,代码来源:CollisionModel_rotate.cpp


注:本文中的idPlane::Normal方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。