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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plHardRegionPlanes.h"
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#include "hsStream.h"
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#include "hsGeometry3.h"
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#include "hsFastMath.h"
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#include "hsMatrix44.h"
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plHardRegionPlanes::plHardRegionPlanes()
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{
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}
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plHardRegionPlanes::~plHardRegionPlanes()
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{
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}
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bool plHardRegionPlanes::IIsInside(const hsPoint3& pos) const
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{
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int i;
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for( i = 0; i < fPlanes.GetCount(); i++ )
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{
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if( fPlanes[i].fWorldNorm.InnerProduct(pos) > fPlanes[i].fWorldDist )
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return false;
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}
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return true;
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}
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bool plHardRegionPlanes::ICameraInside() const
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{
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return IIsInside(fCamPos);
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}
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void plHardRegionPlanes::SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l)
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{
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int i;
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for( i = 0; i < fPlanes.GetCount(); i++ )
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{
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fPlanes[i].fWorldPos = l2w * fPlanes[i].fPos;
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// Normal gets transpose of inverse.
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fPlanes[i].fWorldNorm.fX = w2l.fMap[0][0] * fPlanes[i].fNorm.fX
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+ w2l.fMap[1][0] * fPlanes[i].fNorm.fY
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+ w2l.fMap[2][0] * fPlanes[i].fNorm.fZ;
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fPlanes[i].fWorldNorm.fY = w2l.fMap[0][1] * fPlanes[i].fNorm.fX
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+ w2l.fMap[1][1] * fPlanes[i].fNorm.fY
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+ w2l.fMap[2][1] * fPlanes[i].fNorm.fZ;
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fPlanes[i].fWorldNorm.fZ = w2l.fMap[0][2] * fPlanes[i].fNorm.fX
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+ w2l.fMap[1][2] * fPlanes[i].fNorm.fY
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+ w2l.fMap[2][2] * fPlanes[i].fNorm.fZ;
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hsFastMath::NormalizeAppr(fPlanes[i].fWorldNorm);
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fPlanes[i].fWorldDist = fPlanes[i].fWorldNorm.InnerProduct(fPlanes[i].fWorldPos);
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}
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}
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void plHardRegionPlanes::Read(hsStream* s, hsResMgr* mgr)
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{
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plHardRegion::Read(s, mgr);
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int n = s->ReadLE32();
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fPlanes.SetCount(n);
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int i;
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for( i = 0; i < n; i++ )
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{
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fPlanes[i].fNorm.Read(s);
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fPlanes[i].fPos.Read(s);
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fPlanes[i].fWorldNorm.Read(s);
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fPlanes[i].fWorldPos.Read(s);
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fPlanes[i].fWorldDist = fPlanes[i].fWorldNorm.InnerProduct(fPlanes[i].fWorldPos);
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}
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}
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void plHardRegionPlanes::Write(hsStream* s, hsResMgr* mgr)
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{
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plHardRegion::Write(s, mgr);
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s->WriteLE32(fPlanes.GetCount());
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int i;
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for( i = 0; i < fPlanes.GetCount(); i++ )
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{
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fPlanes[i].fNorm.Write(s);
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fPlanes[i].fPos.Write(s);
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fPlanes[i].fWorldNorm.Write(s);
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fPlanes[i].fWorldPos.Write(s);
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}
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}
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void plHardRegionPlanes::AddPlane(const hsVector3& n, const hsPoint3& p)
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{
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hsVector3 nNorm = n;
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hsFastMath::Normalize(nNorm);
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// First, make sure some idiot isn't adding the same plane in twice.
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// Also, look for the degenerate case of two parallel planes. In that
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// case, take the outer.
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int i;
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for( i = 0; i < fPlanes.GetCount(); i++ )
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{
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const float kCloseToOne = 1.f - 1.e-4f;
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if( fPlanes[i].fNorm.InnerProduct(nNorm) >= kCloseToOne )
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{
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float newDist = nNorm.InnerProduct(p);
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float oldDist = fPlanes[i].fNorm.InnerProduct(fPlanes[i].fPos);
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if( newDist > oldDist )
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{
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fPlanes[i].fPos = p;
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}
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return;
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}
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}
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HardPlane plane;
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plane.fWorldNorm = plane.fNorm = nNorm;
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plane.fWorldPos = plane.fPos = p;
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plane.fWorldDist = plane.fWorldNorm.InnerProduct(plane.fWorldPos);
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fPlanes.Append(plane);
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}
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