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- Add new function for the new slope calculations.
Fixed also two MSVC warnings.
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1 changed files with 65 additions and 45 deletions
110
src/p_map.cpp
110
src/p_map.cpp
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@ -74,6 +74,69 @@ TArray<line_t *> spechit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//==========================================================================
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//
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// GetCoefficientClosestPointInLine24
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//
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// Formula: (dotProduct(ldv1 - tm, ld) << 24) / dotProduct(ld, ld)
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// with: ldv1 = (ld->v1->x, ld->v1->y), tm = (tm.x, tm.y)
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// and ld = (ld->dx, ld->dy)
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// Returns truncated to range [0, 1 << 24].
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//
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//==========================================================================
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static fixed_t GetCoefficientClosestPointInLine24(line_t *ld, FCheckPosition &tm)
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{
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// [EP] Use 64 bit integers in order to keep the exact result of the
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// multiplication, because in the case the vertexes have both the
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// distance coordinates equal to the map limit (32767 units, which is
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// 2147418112 in fixed_t notation), the product result would occupy
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// 62 bits and the sum of two products would occupy 63 bits
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// in the worst case. If instead the vertexes are very close (1 in
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// fixed_t notation, which is 1.52587890625e-05 in float notation), the
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// product and the sum can be 1 in the worst case, which is very tiny.
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SQWORD r_num = ((SQWORD(tm.x - ld->v1->x)*ld->dx) +
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(SQWORD(tm.y - ld->v1->y)*ld->dy));
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// The denominator is always positive. Use this to avoid useless
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// calculations.
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SQWORD r_den = (SQWORD(ld->dx)*ld->dx + SQWORD(ld->dy)*ld->dy);
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if (r_num <= 0) {
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// [EP] The numerator is less or equal to zero, hence the closest
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// point on the line is the first vertex. Truncate the result to 0.
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return 0;
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}
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if (r_num >= r_den) {
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// [EP] The division is greater or equal to 1, hence the closest
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// point on the line is the second vertex. Truncate the result to
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// 1 << 24.
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return (1 << 24);
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}
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// [EP] Deal with the limited bits. The original formula is:
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// r = (r_num << 24) / r_den,
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// but r_num might be big enough to make the shift overflow.
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// Since the numerator can't be saved in a 128bit integer,
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// the denominator must be right shifted. If the denominator is
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// less than (1 << 24), there would be a division by zero.
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// Thanks to the fact that in this code path the denominator is greater
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// than the numerator, it's possible to avoid this bad situation by
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// just checking the last 24 bits of the numerator.
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if ((r_num >> (63-24)) != 0) {
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// [EP] In fact, if the numerator is greater than
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// (1 << (63-24)), the denominator must be greater than
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// (1 << (63-24)), hence the denominator won't be zero after
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// the right shift by 24 places.
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return (fixed_t)(r_num/(r_den >> 24));
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}
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// [EP] Having the last 24 bits all zero allows right shifting
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// the numerator by 24 bits.
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return (fixed_t)((r_num << 24)/r_den);
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}
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//==========================================================================
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//
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// PIT_FindFloorCeiling
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@ -736,51 +799,8 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
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else
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{ // Find the point on the line closest to the actor's center, and use
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// that to calculate openings
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// [EP] Use 64 bit integers in order to keep the exact result of the
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// multiplication, because in the case the vertexes have both the
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// distance coordinates equal to the map limit (32767 units, which is
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// 2147418112 in fixed_t notation), the product result would occupy
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// 62 bits and the sum of two products would occupy 63 bits
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// in the worst case. If instead the vertexes are very close (1 in
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// fixed_t notation, which is 1.52587890625e-05 in float notation), the
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// product and the sum can be 1 in the worst case, which is very tiny.
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SQWORD r_num = ((SQWORD(tm.x - ld->v1->x)*ld->dx) +
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(SQWORD(tm.y - ld->v1->y)*ld->dy));
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// The denominator is always positive. Use this to avoid useless
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// calculations.
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SQWORD r_den = (SQWORD(ld->dx)*ld->dx + SQWORD(ld->dy)*ld->dy);
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fixed_t r = 0;
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if (r_num <= 0) {
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// [EP] The numerator is less or equal to zero, hence the closest
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// point on the line is the first vertex. Truncate the result to 0.
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r = 0;
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} else if (r_num >= r_den) {
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// [EP] The division is greater or equal to 1, hence the closest
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// point on the line is the second vertex. Truncate the result to
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// 1 << 24.
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r = (1 << 24);
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} else {
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// [EP] Deal with the limited bits. The original formula is:
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// r = (r_num << 24) / r_den,
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// but r_num might be big enough to make the shift overflow.
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// Since the numerator can't be saved in a 128bit integer,
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// the denominator must be right shifted. If the denominator is
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// less than (1 << 24), there would be a division by zero.
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// Thanks to the fact that in this code path the denominator is less
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// than the numerator, it's possible to avoid this bad situation by
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// just checking the last 24 bits of the numerator.
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if ((r_num >> (63-24)) != 0) {
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// [EP] In fact, if the numerator is greater than
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// (1 << (63-24)), the denominator must be greater than
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// (1 << (63-24)), hence the denominator won't be zero after
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// the right shift by 24 places.
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r = (r_num)/(r_den >> 24);
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} else {
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// [EP] Having the last 24 bits all zero allows right shifting
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// the numerator by 24 bits.
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r = (r_num << 24)/r_den;
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}
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}
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fixed_t r = GetCoefficientClosestPointInLine24(ld, tm);
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/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
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ld->frontsector->floorplane.a,
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ld->frontsector->floorplane.b,
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