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https://github.com/ZDoom/qzdoom.git
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96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
97 lines
2.6 KiB
C++
97 lines
2.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// bounding box class
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//
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//-----------------------------------------------------------------------------
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#include "m_bbox.h"
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#include "p_local.h"
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#include "p_maputl.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FBoundingBox::AddToBox (const DVector2 &pos)
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{
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if (pos.X < m_Box[BOXLEFT])
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m_Box[BOXLEFT] = pos.X;
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if (pos.X > m_Box[BOXRIGHT])
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m_Box[BOXRIGHT] = pos.X;
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if (pos.Y < m_Box[BOXBOTTOM])
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m_Box[BOXBOTTOM] = pos.Y;
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if (pos.Y > m_Box[BOXTOP])
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m_Box[BOXTOP] = pos.Y;
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}
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//==========================================================================
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//
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// FBoundingBox :: BoxOnLineSide
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//
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// Considers the line to be infinite
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// Returns side 0 or 1, -1 if box crosses the line.
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//
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//==========================================================================
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int FBoundingBox::BoxOnLineSide (const line_t *ld) const
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{
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int p1;
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int p2;
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if (ld->Delta().X == 0)
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{ // ST_VERTICAL
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p1 = m_Box[BOXRIGHT] < ld->v1->fX();
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p2 = m_Box[BOXLEFT] < ld->v1->fX();
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if (ld->Delta().Y < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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}
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else if (ld->Delta().Y == 0)
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{ // ST_HORIZONTAL:
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p1 = m_Box[BOXTOP] > ld->v1->fY();
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p2 = m_Box[BOXBOTTOM] > ld->v1->fY();
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if (ld->Delta().X < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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}
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else if ((ld->Delta().X * ld->Delta().Y) >= 0)
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{ // ST_POSITIVE:
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p1 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXTOP], ld);
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p2 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXBOTTOM], ld);
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}
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else
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{ // ST_NEGATIVE:
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p1 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXTOP], ld);
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p2 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXBOTTOM], ld);
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}
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return (p1 == p2) ? p1 : -1;
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}
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