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Revert "- redid the 'inside' function."
This reverts commit c034c2a299
.
While the function works, it is subtly different for points exactly on a line - enough to cause problems with Shadow Warrior's waypoint implementation.
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parent
c034c2a299
commit
5ba005276f
2 changed files with 40 additions and 42 deletions
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@ -697,6 +697,46 @@ void initspritelists(void)
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Numsprites = 0;
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}
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//
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// inside
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//
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// See http://fabiensanglard.net/duke3d/build_engine_internals.php,
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// "Inside details" for the idea behind the algorithm.
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int32_t inside(int32_t x, int32_t y, int sectnum)
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{
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if (validSectorIndex(sectnum))
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{
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uint32_t cnt = 0;
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auto wal = (uwallptr_t)&wall[sector[sectnum].wallptr];
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int wallsleft = sector[sectnum].wallnum;
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do
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{
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// Get the x and y components of the [tested point]-->[wall
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// point{1,2}] vectors.
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vec2_t v1 = { wal->x - x, wal->y - y };
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auto const &wal2 = *(uwallptr_t)&wall[wal->point2];
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vec2_t v2 = { wal2.x - x, wal2.y - y };
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// If their signs differ[*], ...
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//
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// [*] where '-' corresponds to <0 and '+' corresponds to >=0.
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// Equivalently, the branch is taken iff
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// y1 != y2 AND y_m <= y < y_M,
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// where y_m := min(y1, y2) and y_M := max(y1, y2).
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if ((v1.y^v2.y) < 0)
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cnt ^= (((v1.x^v2.x) >= 0) ? v1.x : (v1.x*v2.y-v2.x*v1.y)^v2.y);
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wal++;
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}
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while (--wallsleft);
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return cnt>>31;
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}
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return -1;
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}
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int32_t getangle(int32_t xvect, int32_t yvect)
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@ -148,48 +148,6 @@ bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, int *psectnum,
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return true;
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}
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//==========================================================================
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//
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// checks if a point is within a given sector
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//
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// Completely redone based on outside information.
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// The math in here is based on this article: https://wrf.ecse.rpi.edu/Research/Short_Notes/pnpoly.html
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// Copyright (c) 1970-2003, Wm. Randolph Franklin , licensed under BSD 3-clause
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// but was transformed to avoid the division it contained and to properly pick the vertices of Build walls.
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//
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//==========================================================================
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int inside(int x, int y, int sectnum)
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{
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if (validSectorIndex(sectnum))
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{
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bool c = false;
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for (auto& wal : wallsofsector(sectnum))
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{
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auto& pt1 = wal.pos;
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auto& pt2 = wal.point2Wall()->pos;
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if ((pt1.y > y) != (pt2.y > y)) // skip if both are on the same side.
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{
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// use 64 bit values to avoid overflows in the multiplications below.
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int64_t deltatx = int64_t(x) - pt1.x;
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int64_t deltaty = int64_t(y) - pt1.y;
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int64_t deltax = int64_t(pt2.x) - pt1.x;
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int64_t deltay = int64_t(pt2.y) - pt1.y;
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// reformatted to avoid the division - for negative deltay the sign needs to be flipped to give the correct result.
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//if (x < deltax * (deltaty) / deltay + pt1.x) // this was the original code.
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if (((deltay * deltatx - deltax * deltaty) ^ deltay) < 0)
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{
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c = !c;
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}
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}
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}
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return int(c);
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}
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return -1;
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}
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//==========================================================================
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//
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// note that this returns values in renderer coordinate space with inverted sign!
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