DEADSOFTWARE

put network interp back in
[d2df-sdl.git] / src / shared / geom.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE a_modes.inc}
16 // some geometry utilities
17 unit geom;
19 interface
22 // do line clipping; returns `false` if line is outside of the box
23 function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean;
25 // returns `true` if there is an intersection (if starting point is inside the box, it counts as intersection)
26 function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer): Boolean;
28 // you are not supposed to understand this
29 // returns `true` if there is an intersection, and enter coords
30 // enter coords will be equal to (x0, y0) if starting point is inside the box
31 // if result is `false`, `inx` and `iny` are undefined
32 function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean;
34 type
35 TSweepEdge = (None, Top, Right, Bottom, Left);
36 PSweepEdge = ^TSweepEdge;
38 // sweep two AABB's to see if and when they are overlapping
39 // returns `true` if collision was detected (but boxes aren't overlap)
40 // `u1` and `u1` has no sense if no collision was detected (`hitx` and `hity` either)
41 // u0 = normalized time of first collision (i.e. collision starts at myMove*u0)
42 // u1 = normalized time of second collision (i.e. collision stops after myMove*u1)
43 // hitedge for `it`: it will probably be `None` if no collision was detected, but it is not guaranteed
44 // enter/exit coords will form non-intersecting configuration (i.e. will be before/after the actual collision)
45 // but beware of floating point inexactness; `sweepAABB()` will try to (crudely) compensate for it
46 // while calculating `hitx` and `hity`.
47 function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer;
48 u0: PSingle=nil; hitedge: PSweepEdge=nil; u1: PSingle=nil;
49 hitx: PInteger=nil; hity: PInteger=nil): Boolean;
51 function distanceSq (x0, y0, x1, y1: Integer): Integer; inline;
54 implementation
57 // ////////////////////////////////////////////////////////////////////////// //
58 function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; begin result := (x1-x0)*(x1-x0)+(y1-y0)*(y1-y0); end;
61 // ////////////////////////////////////////////////////////////////////////// //
62 function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean;
63 const
64 Inside = 0;
65 Left = 1;
66 Right = 2;
67 Bottom = 4;
68 Top = 8;
70 function xcode (x, y: Single): Byte; inline;
71 begin
72 result := Inside;
73 if (x < xmin) then result := result or Left else if (x > xmax) then result := result or Right;
74 if (y < ymin) then result := result or Bottom else if (y > ymax) then result := result or Top;
75 end;
77 var
78 outcode0, outcode1, outcodeOut: Byte;
79 x: Single = 0;
80 y: Single = 0;
81 begin
82 result := false; // accept
83 outcode0 := xcode(x0, y0);
84 outcode1 := xcode(x1, y1);
85 while true do
86 begin
87 if ((outcode0 or outcode1) = 0) then begin result := true; exit; end; // accept
88 if ((outcode0 and outcode1) <> 0) then exit; // reject
89 outcodeOut := outcode0;
90 if (outcodeOut = 0) then outcodeOut := outcode1;
91 if ((outcodeOut and Top) <> 0) then
92 begin
93 x := x0+(x1-x0)*(ymax-y0)/(y1-y0);
94 y := ymax;
95 end
96 else if ((outcodeOut and Bottom) <> 0) then
97 begin
98 x := x0+(x1-x0)*(ymin-y0)/(y1-y0);
99 y := ymin;
100 end
101 else if ((outcodeOut and Right) <> 0) then
102 begin
103 y := y0+(y1-y0)*(xmax-x0)/(x1-x0);
104 x := xmax;
105 end
106 else if ((outcodeOut and Left) <> 0) then
107 begin
108 y := y0+(y1-y0)*(xmin-x0)/(x1-x0);
109 x := xmin;
110 end;
111 if (outcodeOut = outcode0) then
112 begin
113 x0 := x;
114 y0 := y;
115 outcode0 := xcode(x0, y0);
116 end
117 else
118 begin
119 x1 := x;
120 y1 := y;
121 outcode1 := xcode(x1, y1);
122 end;
123 end;
124 end;
127 // returns `true` if there is an intersection (if starting point is inside the box, it counts as intersection)
128 function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer): Boolean;
129 var
130 sx0, sy0, sx1, sy1: Single;
131 begin
132 result := false;
133 if (bw < 1) or (bh < 1) then exit;
134 if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end;
135 sx0 := x0; sy0 := y0;
136 sx1 := x1; sy1 := y1;
137 result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1);
138 end;
141 // returns `true` if there is an intersection, and enter coords
142 // enter coords will be equal to (x0, y0) if starting point is inside the box
143 // if result is `false`, `inx` and `iny` are undefined
144 function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean;
145 var
146 sx0, sy0, sx1, sy1: Single;
147 begin
148 inx := x0;
149 iny := y0;
150 result := false;
151 if (bw < 1) or (bh < 1) then exit;
152 if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end;
153 sx0 := x0; sy0 := y0;
154 sx1 := x1; sy1 := y1;
155 result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1);
156 if result then
157 begin
158 inx := trunc(sx0);
159 iny := trunc(sy0);
160 // hack!
161 if (inx = bx) then Dec(inx) else if (inx = bx+bw-1) then Inc(inx);
162 if (iny = by) then Dec(iny) else if (iny = by+bh-1) then Inc(iny);
163 end
164 else
165 begin
166 inx := x1;
167 iny := y1;
168 end;
169 end;
172 // ////////////////////////////////////////////////////////////////////////// //
173 function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer;
174 u0: PSingle=nil; hitedge: PSweepEdge=nil; u1: PSingle=nil;
175 hitx: PInteger=nil; hity: PInteger=nil): Boolean;
176 var
177 tin, tout: Single;
179 function axisOverlap (me0, me1, it0, it1, d: Integer; he0, he1: TSweepEdge): Boolean; inline;
180 var
181 t: Single;
182 begin
183 result := false;
185 if (me1 < it0) then
186 begin
187 if (d >= 0) then exit; // oops, no hit
188 t := (me1-it0+1)/d;
189 if (t > tin) then begin tin := t; hitedge^ := he1; end;
190 end
191 else if (it1 < me0) then
192 begin
193 if (d <= 0) then exit; // oops, no hit
194 t := (me0-it1-1)/d;
195 if (t > tin) then begin tin := t; hitedge^ := he0; end;
196 end;
198 if (d < 0) and (it1 > me0) then
199 begin
200 t := (me0-it1-1)/d;
201 if (t < tout) then tout := t;
202 end
203 else if (d > 0) and (me1 > it0) then
204 begin
205 t := (me1-it0+1)/d;
206 if (t < tout) then tout := t;
207 end;
209 result := true;
210 end;
212 var
213 mex1, mey1, itx1, ity1, vx, vy, ex, ey: Integer;
214 htt: TSweepEdge = TSweepEdge.None; // has no sense, who cares
215 begin
216 result := false;
217 if (u0 <> nil) then u0^ := -1.0;
218 if (u1 <> nil) then u1^ := -1.0;
219 if (hitx <> nil) then hitx^ := mex0;
220 if (hity <> nil) then hity^ := mey0;
221 if (hitedge = nil) then hitedge := @htt else hitedge^ := TSweepEdge.None;
223 if (mew < 1) or (meh < 1) or (itw < 1) or (ith < 1) then exit;
225 mex1 := mex0+mew-1;
226 mey1 := mey0+meh-1;
227 itx1 := itx0+itw-1;
228 ity1 := ity0+ith-1;
230 // check if they are overlapping right now (SAT)
231 //if (mex1 >= itx0) and (mex0 <= itx1) and (mey1 >= ity0) and (mey0 <= ity1) then begin result := true; exit; end;
233 if (medx = 0) and (medy = 0) then exit; // both boxes are sationary
235 // treat b as stationary, so invert v to get relative velocity
236 vx := -medx;
237 vy := -medy;
239 tin := -100000000.0;
240 tout := 100000000.0;
242 if not axisOverlap(mex0, mex1, itx0, itx1, vx, TSweepEdge.Right, TSweepEdge.Left) then exit;
243 if not axisOverlap(mey0, mey1, ity0, ity1, vy, TSweepEdge.Bottom, TSweepEdge.Top) then exit;
245 if (u0 <> nil) then u0^ := tin;
246 if (u1 <> nil) then u1^ := tout;
248 if (tin <= tout) and (tin >= 0.0) and (tin <= 1.0) then
249 begin
250 result := true;
251 if (hitx <> nil) or (hity <> nil) then
252 begin
253 ex := mex0+round(medx*tin);
254 ey := mey0+round(medy*tin);
255 // just in case, compensate for floating point inexactness
256 if (ex >= itx0) and (ey >= ity0) and (ex < itx0+itw) and (ey < ity0+ith) then
257 begin
258 ex := mex0+trunc(medx*tin);
259 ey := mey0+trunc(medy*tin);
260 end;
261 if (hitx <> nil) then hitx^ := ex;
262 if (hity <> nil) then hity^ := ey;
263 end;
264 end;
265 end;
268 end.