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- Capitalise vec2_t
y
variable.
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parent
3c9cd926ba
commit
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46 changed files with 352 additions and 352 deletions
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@ -89,7 +89,7 @@ static int sgn(int v)
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static int dist(const vec2_t& a, const vec2_t& b)
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{
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// We only need to know if it's 1 or higher, so this is enough.
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return abs(a.X - b.X) + abs(a.y - b.y);
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return abs(a.X - b.X) + abs(a.Y - b.Y);
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}
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@ -122,8 +122,8 @@ void StripLoop(TArray<vec2_t>& points)
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}
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if (p > 0) p--; // backtrack one point more to ensure we can check the newly formed connection as well.
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}
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else if ((points[prev].X == points[p].X && points[next].X == points[p].X && sgn(points[next].y - points[p].y) == sgn(points[prev].y - points[p].y)) ||
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(points[prev].y == points[p].y && points[next].y == points[p].y && sgn(points[next].X - points[p].X) == sgn(points[prev].X - points[p].X)) ||
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else if ((points[prev].X == points[p].X && points[next].X == points[p].X && sgn(points[next].Y - points[p].Y) == sgn(points[prev].Y - points[p].Y)) ||
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(points[prev].Y == points[p].Y && points[next].Y == points[p].Y && sgn(points[next].X - points[p].X) == sgn(points[prev].X - points[p].X)) ||
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dist(points[prev], points[next]) <= 1) // if the two points are extremely close together, we may also ignore the intermediate point.
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{
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// both connections exit the point into the same direction. Here it is sufficient to just delete it so that the neighboring ones connect directly.
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@ -146,16 +146,16 @@ int GetWindingOrder(TArray<vec2_t>& poly, cmp comp1 = cmpLess, cmp comp2 = cmpGr
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{
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int n = poly.Size();
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int minx = poly[0].X;
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int miny = poly[0].y;
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int miny = poly[0].Y;
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int m = 0;
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for (int i = 0; i < n; i++)
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{
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if ((comp1(poly[i].y, miny)) || ((poly[i].y == miny) && (comp2(poly[i].X, minx))))
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if ((comp1(poly[i].Y, miny)) || ((poly[i].Y == miny) && (comp2(poly[i].X, minx))))
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{
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m = i;
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minx = poly[m].X;
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miny = poly[m].y;
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miny = poly[m].Y;
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}
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}
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@ -168,9 +168,9 @@ int GetWindingOrder(TArray<vec2_t>& poly, cmp comp1 = cmpLess, cmp comp2 = cmpGr
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b[0] = poly[m].X;
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c[0] = poly[m2].X;
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a[1] = poly[m1].y;
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b[1] = poly[m].y;
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c[1] = poly[m2].y;
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a[1] = poly[m1].Y;
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b[1] = poly[m].Y;
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c[1] = poly[m2].Y;
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auto area =
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a[0] * b[1] - a[1] * b[0] +
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@ -308,13 +308,13 @@ static int insideLoop(int vertex, TArray<int>& loop)
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auto& pt1 = wal.pos;
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auto& pt2 = wal.point2Wall()->pos;
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if ((pt1.y >pt.y) != (pt2.y > pt.y)) // skip if both are on the same side.
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if ((pt1.Y >pt.Y) != (pt2.Y > pt.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(pt.X) - pt1.X;
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int64_t deltaty = int64_t(pt.y) - pt1.y;
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int64_t deltaty = int64_t(pt.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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int64_t deltay = int64_t(pt2.Y) - pt1.Y;
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//if (x < deltax * (deltaty) / deltay + pt1.x)
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// reformatted to avoid the division - for nagative deltay the sign needs to be flipped to give the correct result.
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int64_t result = ((deltay * deltatx - deltax * deltaty) ^ deltay);
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