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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #include "W3DDevice/GameClient/W3DPoly.h"
- #include "Lib/BaseType.h"
- //-------------------------------------------------------------------------------------------------
- /** Delete all vertices in polygon */
- //-------------------------------------------------------------------------------------------------
- void ClipPolyClass::Reset(void)
- {
- Verts.Delete_All(false);
- }
- //-------------------------------------------------------------------------------------------------
- /** Add a new vertex to polygon */
- //-------------------------------------------------------------------------------------------------
- void ClipPolyClass::Add_Vertex(const Vector3 & point)
- {
- Verts.Add(point);
- }
- //-------------------------------------------------------------------------------------------------
- /** Clip polygon to given plane, returning new polygon in dest. */
- //-------------------------------------------------------------------------------------------------
- void ClipPolyClass::Clip(const PlaneClass & plane,ClipPolyClass & dest) const
- {
- dest.Reset();
- // temporary variables used in clipping
- Int i = 0;
- Int vcount = Verts.Count();
- Int iprev = vcount - 1;
- Bool cur_point_in_front;
- Bool prev_point_in_front;
- Real alpha;
- Vector3 int_point;
- if (vcount <= 2) return;
- // perform clipping
- prev_point_in_front = !plane.In_Front(Verts[iprev]); // Note, plane normal is outward so we invert this test
- for (Int j=0; j<vcount; j++) {
-
- cur_point_in_front = !plane.In_Front(Verts[i]); // Note, plane nomral is out so we invert this test
- if (prev_point_in_front) {
- if (cur_point_in_front) {
-
- // Previous vertex was in front of plane and this vertex is in
- // front of the plane so we emit this vertex.
- dest.Add_Vertex(Verts[i]);
- } else {
- // Previous vert was in front, this vert is behind, compute
- // the intersection and emit the point.
- plane.Compute_Intersection(Verts[iprev],Verts[i],&alpha);
- Vector3::Lerp(Verts[iprev],Verts[i],alpha,&int_point);
- dest.Add_Vertex(int_point);
- }
- } else {
- if (cur_point_in_front) {
- // segment is going from the back halfspace to the front halfspace
- // compute the intersection and emit it, then continue
- // the edge into the front halfspace and emit the end point.
- plane.Compute_Intersection(Verts[iprev],Verts[i],&alpha);
- Vector3::Lerp(Verts[iprev],Verts[i],alpha,&int_point);
- dest.Add_Vertex(int_point);
- dest.Add_Vertex(Verts[i]);
-
- }
- }
- prev_point_in_front = cur_point_in_front;
- iprev = i;
-
- //i = (i+1)%(Verts.Count());
- i++;
- if (i>=vcount) {
- i = 0;
- }
- }
- }
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