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scummvm-cursorfix/engines/icb/common/px_2drealline.cpp
2026-02-02 04:50:13 +01:00

134 lines
3.6 KiB
C++

/* 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