From: Ketmar Dark Date: Fri, 8 Sep 2017 08:17:42 +0000 (+0300) Subject: replaced line-vs-aabb test with floating point one: it seems to be both faster and... X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=0cab5ac674e5f2c6d78dfbef445cdf291c78b674;p=d2df-sdl.git replaced line-vs-aabb test with floating point one: it seems to be both faster and more precise --- diff --git a/src/game/g_grid.pas b/src/game/g_grid.pas index 280fd90..38ee53b 100644 --- a/src/game/g_grid.pas +++ b/src/game/g_grid.pas @@ -604,164 +604,75 @@ end; // ////////////////////////////////////////////////////////////////////////// // -// you are not supposed to understand this -// returns `true` if there is an intersection, and enter coords -// enter coords will be equal to (x0, y0) if starting point is inside the box -// if result is `false`, `inx` and `iny` are undefined -function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean; +// true: has something to draw +// based on paper by S.R.Kodituwakku, K.R.Wijeweera, M.A.P.Chamikara +function clipMY (var x0, y0, x1, y1: Single; minx, miny, maxx, maxy: Single): Boolean; var - wx0, wy0, wx1, wy1: Integer; // window coordinates - stx, sty: Integer; // "steps" for x and y axes - dsx, dsy: Integer; // "lengthes" for x and y axes - dx2, dy2: Integer; // "double lengthes" for x and y axes - xd, yd: Integer; // current coord - e: Integer; // "error" (as in bresenham algo) - rem: Integer; - //!term: Integer; - d0, d1: PInteger; - xfixed: Boolean; - temp: Integer; + m, c: Single; begin - result := false; - // why not - inx := x0; - iny := y0; - if (bw < 1) or (bh < 1) then exit; // impossible box - - if (x0 = x1) and (y0 = y1) then - begin - // check this point - result := (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh); - exit; - end; - - // check if staring point is inside the box - if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end; - - // clip rectange - wx0 := bx; - wy0 := by; - wx1 := bx+bw-1; - wy1 := by+bh-1; - - // horizontal setup - if (x0 < x1) then - begin - // from left to right - if (x0 > wx1) or (x1 < wx0) then exit; // out of screen - stx := 1; // going right - end - else + // non vertical lines + if (x0 <> x1) then begin - // from right to left - if (x1 > wx1) or (x0 < wx0) then exit; // out of screen - stx := -1; // going left - x0 := -x0; - x1 := -x1; - wx0 := -wx0; - wx1 := -wx1; - swapInt(wx0, wx1); - end; - - // vertical setup - if (y0 < y1) then - begin - // from top to bottom - if (y0 > wy1) or (y1 < wy0) then exit; // out of screen - sty := 1; // going down - end - else - begin - // from bottom to top - if (y1 > wy1) or (y0 < wy0) then exit; // out of screen - sty := -1; // going up - y0 := -y0; - y1 := -y1; - wy0 := -wy0; - wy1 := -wy1; - swapInt(wy0, wy1); - end; - - dsx := x1-x0; - dsy := y1-y0; - - if (dsx < dsy) then - begin - d0 := @yd; - d1 := @xd; - swapInt(x0, y0); - swapInt(x1, y1); - swapInt(dsx, dsy); - swapInt(wx0, wy0); - swapInt(wx1, wy1); - swapInt(stx, sty); + // non vertical and non horizontal lines + if (y0 <> y1) then + begin + m := (y0-y1)/(x0-x1); // gradient + c := (x0*y1-x1*y0)/(x0-x1); // y-intercept + if (x0 < minx) then begin x0 := minx; y0 := m*minx+c; end + else if (x0 > maxx) then begin x0 := maxx; y0 := m*maxx+c; end; + if (y0 < miny) then begin x0 := (miny-c)/m; y0 := miny; end + else if (y0 > maxy) then begin x0 := (maxy-c)/m; y0 := maxy; end; + if (x1 < minx) then begin x1 := minx; y1 := m*minx+c; end + else if (x1 > maxx) then begin x1 := maxx; y1 := m*maxx+c; end; + if (y1 < miny) then begin x1 := (miny-c)/m; y1 := miny; end + else if (y1 > maxy) then begin x1 := (maxy-c)/m; y1 := maxy; end; + result := not ((x0-x1 < 1) and (x1-x0 < 1)); // completely outside? + end + else + begin + // horizontal lines + if (y0 <= miny) or (y0 >= maxy) then begin result := false; exit; end; // completely outside + if (x0 < minx) then x0 := minx else if (x0 > maxx) then x0 := maxx; + if (x1 < minx) then x1 := minx else if (x1 > maxx) then x1 := maxx; + result := not ((x0-x1 < 1) and (x1-x0 < 1)); // completely outside? + end; end else begin - d0 := @xd; - d1 := @yd; - end; - - dx2 := 2*dsx; - dy2 := 2*dsy; - xd := x0; - yd := y0; - e := 2*dsy-dsx; - //!term := x1; - - xfixed := false; - if (y0 < wy0) then - begin - // clip at top - temp := dx2*(wy0-y0)-dsx; - xd += temp div dy2; - rem := temp mod dy2; - if (xd > wx1) then exit; // x is moved out of clipping rect, nothing to do - if (xd+1 >= wx0) then + // vertical lines + // initial line is just a point + if (y0 = y1) then begin - yd := wy0; - e -= rem+dsx; - //if (rem > 0) then begin Inc(xd); e += dy2; end; //BUGGY - if (xd < wx0) then begin xd += 1; e += dy2; end; //??? - xfixed := true; + result := not ((y0 <= miny) or (y0 >= maxy) or (x0 <= minx) or (x0 >= maxx)); + end + else if (x0 <= minx) or (x0 >= maxx) then + begin + // completely outside + result := false; + end + else + begin + if (y0 < miny) then y0 := miny else if (y0 > maxy) then y0 := maxy; + if (y1 < miny) then y1 := miny else if (y1 > maxy) then y1 := maxy; + result := not ((y0-y1 < 1) and (y1-y0 < 1)); // completely outside? end; end; +end; - if (not xfixed) and (x0 < wx0) then - begin - // clip at left - temp := dy2*(wx0-x0); - yd += temp div dx2; - rem := temp mod dx2; - if (yd > wy1) or (yd = wy1) and (rem >= dsx) then exit; - xd := wx0; - e += rem; - if (rem >= dsx) then begin Inc(yd); e -= dx2; end; - end; - - (* - if (y1 > wy1) then - begin - // clip at bottom - temp := dx2*(wy1-y0)+dsx; - term := x0+temp div dy2; - rem := temp mod dy2; - if (rem = 0) then Dec(term); - end; - - if (term > wx1) then term := wx1; // clip at right - - Inc(term); // draw last point - //if (term = xd) then exit; // this is the only point, get out of here - *) - - if (sty = -1) then yd := -yd; - if (stx = -1) then begin xd := -xd; {!term := -term;} end; - //!dx2 -= dy2; - - inx := d0^; - iny := d1^; - result := true; +// you are not supposed to understand this +// returns `true` if there is an intersection, and enter coords +// enter coords will be equal to (x0, y0) if starting point is inside the box +// if result is `false`, `inx` and `iny` are undefined +function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean; +var + sx0, sy0, sx1, sy1: Single; +begin + if (bw < 1) or (bh < 1) then begin inx := x0; iny := y0; result := false; exit; end; + if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin inx := x0; iny := y0; result := true; exit; end; + sx0 := x0; sy0 := y0; + sx1 := x1; sy1 := y1; + result := clipMY(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1); + if result then begin inx := trunc(sx0); iny := trunc(sy0); end else begin inx := x1; iny := y1; end; end;