/* 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 . * */ #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