qzdoom/src/m_bbox.cpp
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
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.
2017-04-17 13:33:19 +02:00

97 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// bounding box class
//
//-----------------------------------------------------------------------------
#include "m_bbox.h"
#include "p_local.h"
#include "p_maputl.h"
//==========================================================================
//
//
//
//==========================================================================
void FBoundingBox::AddToBox (const DVector2 &pos)
{
if (pos.X < m_Box[BOXLEFT])
m_Box[BOXLEFT] = pos.X;
if (pos.X > m_Box[BOXRIGHT])
m_Box[BOXRIGHT] = pos.X;
if (pos.Y < m_Box[BOXBOTTOM])
m_Box[BOXBOTTOM] = pos.Y;
if (pos.Y > m_Box[BOXTOP])
m_Box[BOXTOP] = pos.Y;
}
//==========================================================================
//
// FBoundingBox :: BoxOnLineSide
//
// Considers the line to be infinite
// Returns side 0 or 1, -1 if box crosses the line.
//
//==========================================================================
int FBoundingBox::BoxOnLineSide (const line_t *ld) const
{
int p1;
int p2;
if (ld->Delta().X == 0)
{ // ST_VERTICAL
p1 = m_Box[BOXRIGHT] < ld->v1->fX();
p2 = m_Box[BOXLEFT] < ld->v1->fX();
if (ld->Delta().Y < 0)
{
p1 ^= 1;
p2 ^= 1;
}
}
else if (ld->Delta().Y == 0)
{ // ST_HORIZONTAL:
p1 = m_Box[BOXTOP] > ld->v1->fY();
p2 = m_Box[BOXBOTTOM] > ld->v1->fY();
if (ld->Delta().X < 0)
{
p1 ^= 1;
p2 ^= 1;
}
}
else if ((ld->Delta().X * ld->Delta().Y) >= 0)
{ // ST_POSITIVE:
p1 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXTOP], ld);
p2 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXBOTTOM], ld);
}
else
{ // ST_NEGATIVE:
p1 = P_PointOnLineSide (m_Box[BOXRIGHT], m_Box[BOXTOP], ld);
p2 = P_PointOnLineSide (m_Box[BOXLEFT], m_Box[BOXBOTTOM], ld);
}
return (p1 == p2) ? p1 : -1;
}