bloodrun-editor/q3map2/common/polylib.h
2026-04-02 20:51:01 +08:00

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/*
Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma once
#include "qmath.h"
#include <vector>
using winding_t = std::vector<Vector3>;
// index < w.size()
template<class T>
size_t winding_next( const std::vector<BasicVector3<T>>& w, size_t index ){
return ++index == w.size()? 0 : index;
}
template<class T>
const BasicVector3<T>& winding_next_point( const std::vector<BasicVector3<T>>& w, size_t index ){
return w[ winding_next( w, index ) ];
}
// it < w.end()
template<class T>
std::vector<BasicVector3<T>>::iterator winding_next( std::vector<BasicVector3<T>>& w, typename std::vector<BasicVector3<T>>::iterator it ){
return ++it == w.end()? w.begin() : it;
}
template<class T>
std::vector<BasicVector3<T>>::const_iterator winding_next( const std::vector<BasicVector3<T>>& w, typename std::vector<BasicVector3<T>>::const_iterator it ){
return ++it == w.cend()? w.cbegin() : it;
}
// it < w.end()
template<class T>
std::vector<BasicVector3<T>>::iterator winding_prev( std::vector<BasicVector3<T>>& w, typename std::vector<BasicVector3<T>>::iterator it ){
return it == w.begin()? w.end() - 1 : --it;
}
template<class T>
std::vector<BasicVector3<T>>::const_iterator winding_prev( const std::vector<BasicVector3<T>>& w, typename std::vector<BasicVector3<T>>::const_iterator it ){
return it == w.cbegin()? w.cend() - 1 : --it;
}
#define MAX_POINTS_ON_WINDING 512
// you can define on_epsilon in the makefile as tighter
#ifndef ON_EPSILON
#define ON_EPSILON 0.1
#endif
enum EPlaneSide
{
eSideFront = 0, //! in front of plane ---->| *
eSideBack = 1, //! behind the plane -*-->|
eSideOn = 2,
eSideCross = 3,
};
enum : bool
{
eFront = false,
eBack = true,
};
class ESide
{
bool m_value;
public:
ESide(){
}
ESide( bool value ) : m_value( value ){}
operator bool() const {
return m_value;
}
};
winding_t AllocWinding( int points );
float WindingArea( const winding_t& w );
template<class T> BasicVector3<T> WindingCenter( const std::vector<BasicVector3<T>>& w );
template<class T> BasicVector3<T> WindingCentroid( const std::vector<BasicVector3<T>>& w );
std::pair<winding_t, winding_t> ClipWindingEpsilon( const winding_t& in, const Plane3f& plane, float epsilon ); // returns { front, back } windings pair
std::pair<winding_t, winding_t> ClipWindingEpsilonStrict( const winding_t& in, const Plane3f& plane, float epsilon ); // returns { front, back } windings pair
winding_t ReverseWinding( const winding_t& w );
winding_t BaseWindingForPlane( const Plane3f& plane );
void CheckWinding( const winding_t& w );
Plane3f WindingPlane( const winding_t& w );
void RemoveColinearPoints( winding_t& w );
EPlaneSide WindingOnPlaneSide( const winding_t& w, const Plane3f& plane );
void WindingExtendBounds( const winding_t& w, MinMax& minmax );
void AddWindingToConvexHull( const winding_t& w, winding_t& hull, const Vector3& normal );
void ChopWindingInPlace( winding_t& w, const Plane3f& plane, float epsilon );
// frees the original if clipped
void pw( const winding_t& w );
bool windings_intersect_coplanar( const winding_t& w1, const winding_t& w2, const Plane3& plane );
///////////////////////////////////////////////////////////////////////////////////////
// Below is double-precision stuff. This was initially needed by the base winding code
// in q3map2 brush processing.
///////////////////////////////////////////////////////////////////////////////////////
using winding_accu_t = std::vector<DoubleVector3>;
winding_accu_t BaseWindingForPlaneAccu( const Plane3& plane, const DoubleMinMax& minmax );
winding_accu_t BaseWindingForPlaneAccu( const Plane3& plane );
void ChopWindingInPlaceAccu( winding_accu_t& w, const Plane3& plane, float epsilon );
winding_t CopyWindingAccuToRegular( const winding_accu_t& w );