Initial commit
This commit is contained in:
133
engines/icb/common/px_2drealline.cpp
Normal file
133
engines/icb/common/px_2drealline.cpp
Normal file
@@ -0,0 +1,133 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* Additional copyright for this file:
|
||||
* Copyright (C) 1999-2000 Revolution Software Ltd.
|
||||
* This code is based on source code created by Revolution Software,
|
||||
* used with permission.
|
||||
*
|
||||
* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "engines/icb/common/px_2drealline.h"
|
||||
|
||||
#include "math/utils.h"
|
||||
|
||||
namespace ICB {
|
||||
|
||||
typedef float PXfloat;
|
||||
typedef float PXreal;
|
||||
#define REAL_ZERO 0.0f
|
||||
#define REAL_TWO 2.0f
|
||||
#define REAL_MAX FLT_MAX
|
||||
|
||||
px2DRealLine::IntersectionLogicVal px2DRealLine::Intersects(const px2DRealLine &oLineB, px2DRealPoint &oIntersection) const {
|
||||
PXfloat fAX, fBX, fCX, fAY, fBY, fCY;
|
||||
PXfloat fX1Low, fX1High, fY1Low, fY1High;
|
||||
PXfloat fD, fE, fF;
|
||||
|
||||
// Initialize return value (costs little and tidies up code no end).
|
||||
oIntersection.SetX(REAL_MAX);
|
||||
oIntersection.SetY(REAL_MAX);
|
||||
|
||||
// Work out some commonly used terms.
|
||||
fAX = m_fX2 - m_fX1;
|
||||
fBX = oLineB.m_fX1 - oLineB.m_fX2;
|
||||
|
||||
// X bounding box test.
|
||||
if (fAX < REAL_ZERO) {
|
||||
fX1Low = m_fX2;
|
||||
fX1High = m_fX1;
|
||||
} else {
|
||||
fX1High = m_fX2;
|
||||
fX1Low = m_fX1;
|
||||
}
|
||||
|
||||
if (fBX > REAL_ZERO) {
|
||||
if ((fX1High < oLineB.m_fX2) || oLineB.m_fX1 < fX1Low)
|
||||
return DONT_INTERSECT;
|
||||
} else {
|
||||
if ((fX1High < oLineB.m_fX1) || oLineB.m_fX2 < fX1Low)
|
||||
return DONT_INTERSECT;
|
||||
}
|
||||
|
||||
// More common terms.
|
||||
fAY = m_fY2 - m_fY1;
|
||||
fBY = oLineB.m_fY1 - oLineB.m_fY2;
|
||||
|
||||
// Y bounding box test.
|
||||
if (fAY < REAL_ZERO) {
|
||||
fY1Low = m_fY2;
|
||||
fY1High = m_fY1;
|
||||
} else {
|
||||
fY1High = m_fY2;
|
||||
fY1Low = m_fY1;
|
||||
}
|
||||
|
||||
if (fBY > REAL_ZERO) {
|
||||
if ((fY1High < oLineB.m_fY2) || oLineB.m_fY1 < fY1Low)
|
||||
return DONT_INTERSECT;
|
||||
} else {
|
||||
if ((fY1High < oLineB.m_fY1) || oLineB.m_fY2 < fY1Low)
|
||||
return DONT_INTERSECT;
|
||||
}
|
||||
|
||||
// Couldn't dismiss the lines on their bounding rectangles, so do a proper intersection.
|
||||
fCX = m_fX1 - oLineB.m_fX1;
|
||||
fCY = m_fY1 - oLineB.m_fY1;
|
||||
|
||||
fD = (fBY * fCX) - (fBX * fCY);
|
||||
fF = (fAY * fBX) - (fAX * fBY);
|
||||
|
||||
if (fF > REAL_ZERO) {
|
||||
if ((fD < REAL_ZERO) || (fD > fF))
|
||||
return DONT_INTERSECT;
|
||||
} else {
|
||||
if ((fD > REAL_ZERO) || (fD < fF))
|
||||
return DONT_INTERSECT;
|
||||
}
|
||||
|
||||
fE = (fAX * fCY) - (fAY * fCX);
|
||||
|
||||
if (fF > REAL_ZERO) {
|
||||
if ((fE < REAL_ZERO) || (fE > fF))
|
||||
return DONT_INTERSECT;
|
||||
} else {
|
||||
if ((fE > REAL_ZERO) || (fE < fF))
|
||||
return DONT_INTERSECT;
|
||||
}
|
||||
|
||||
// At this point, we can say that the lines do intersect as int32 as they are not
|
||||
// colinear (colinear is indicated by fF == 0.0).
|
||||
if (fabs(fF - REAL_ZERO) < (FLT_MIN * 10.0f))
|
||||
return COLLINEAR;
|
||||
|
||||
// Right, lines do intersect, so calculate where.
|
||||
PXfloat fNum, fOffset;
|
||||
fNum = fD * fAX;
|
||||
fOffset = SameSigns(fNum, fF) ? fF / REAL_TWO : -fF / REAL_TWO;
|
||||
oIntersection.SetX(m_fX1 + (fNum + fOffset) / fF);
|
||||
|
||||
fNum = fD * fAY;
|
||||
fOffset = SameSigns(fNum, fF) ? fF / REAL_TWO : -fF / REAL_TWO;
|
||||
oIntersection.SetY(m_fY1 + (fNum + fOffset) / fF);
|
||||
|
||||
return DO_INTERSECT;
|
||||
}
|
||||
|
||||
} // End of namespace ICB
|
||||
Reference in New Issue
Block a user