- optimized the math to get a plane equation from a linedef. The original code used a generic algorithm that knew nothing about the fact that Doom walls are always perfectly vertical. With this knowledge the plane calculation can be reduced to a lot less code because retrieving the normal is trivial in this special case. - use the SSE2 rsqrtss instruction to calculate a wall's length, because this is by far the most frequent use of square roots in the GL renderer. So far this is only active on x64, it may be activated on 32 bit later as well, but only after it has been decided if 32 bit builds should be x87 or SSE2. # Conflicts: # src/gl/dynlights/gl_dynlight.cpp # Conflicts: # src/g_shared/a_dynlightdata.cpp
67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
/*
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** gl_geometric.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <math.h>
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#include <float.h>
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#include "gl/utility/gl_geometric.h"
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#include "gl/scene/gl_wall.h"
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void Plane::Set(GLSeg *seg)
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{
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m_normal = seg->Normal();
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m_d = m_normal | FVector3(-seg->x1, 0, -seg->y1);
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}
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void Plane::Set(secplane_t &plane)
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{
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m_normal = { (float)plane.Normal().X, (float)plane.Normal().Z, (float)plane.Normal().Y };
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m_d = (float)plane.fD();
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}
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float Plane::DistToPoint(float x, float y, float z)
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{
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FVector3 p(x, y, z);
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return (m_normal | p) + m_d;
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}
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bool Plane::PointOnSide(float x, float y, float z)
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{
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return DistToPoint(x, y, z) < 0.f;
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}
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