(* Copyright (C) Doom 2D: Forever Developers * * 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, version 3 of the License ONLY. * * 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 . *) {$INCLUDE a_modes.inc} // some geometry utilities unit geom; interface // do line clipping; returns `false` if line is outside of the box function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean; // returns `true` if there is an intersection (if starting point is inside the box, it counts as intersection) function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer): Boolean; // 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; type TSweepEdge = (None, Top, Right, Bottom, Left); PSweepEdge = ^TSweepEdge; // sweep two AABB's to see if and when they are overlapping // returns `true` if collision was detected (but boxes aren't overlap) // `u1` and `u1` has no sense if no collision was detected (`hitx` and `hity` either) // u0 = normalized time of first collision (i.e. collision starts at myMove*u0) // u1 = normalized time of second collision (i.e. collision stops after myMove*u1) // hitedge for `it`: it will probably be `None` if no collision was detected, but it is not guaranteed // enter/exit coords will form non-intersecting configuration (i.e. will be before/after the actual collision) // but beware of floating point inexactness; `sweepAABB()` will try to (crudely) compensate for it // while calculating `hitx` and `hity`. function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer; u0: PSingle=nil; hitedge: PSweepEdge=nil; u1: PSingle=nil; hitx: PInteger=nil; hity: PInteger=nil): Boolean; function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; implementation // ////////////////////////////////////////////////////////////////////////// // function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; begin result := (x1-x0)*(x1-x0)+(y1-y0)*(y1-y0); end; // ////////////////////////////////////////////////////////////////////////// // function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean; const Inside = 0; Left = 1; Right = 2; Bottom = 4; Top = 8; function xcode (x, y: Single): Byte; inline; begin result := Inside; if (x < xmin) then result := result or Left else if (x > xmax) then result := result or Right; if (y < ymin) then result := result or Bottom else if (y > ymax) then result := result or Top; end; var outcode0, outcode1, outcodeOut: Byte; x: Single = 0; y: Single = 0; begin result := false; // accept outcode0 := xcode(x0, y0); outcode1 := xcode(x1, y1); while true do begin if ((outcode0 or outcode1) = 0) then begin result := true; exit; end; // accept if ((outcode0 and outcode1) <> 0) then exit; // reject outcodeOut := outcode0; if (outcodeOut = 0) then outcodeOut := outcode1; if ((outcodeOut and Top) <> 0) then begin x := x0+(x1-x0)*(ymax-y0)/(y1-y0); y := ymax; end else if ((outcodeOut and Bottom) <> 0) then begin x := x0+(x1-x0)*(ymin-y0)/(y1-y0); y := ymin; end else if ((outcodeOut and Right) <> 0) then begin y := y0+(y1-y0)*(xmax-x0)/(x1-x0); x := xmax; end else if ((outcodeOut and Left) <> 0) then begin y := y0+(y1-y0)*(xmin-x0)/(x1-x0); x := xmin; end; if (outcodeOut = outcode0) then begin x0 := x; y0 := y; outcode0 := xcode(x0, y0); end else begin x1 := x; y1 := y; outcode1 := xcode(x1, y1); end; end; end; // returns `true` if there is an intersection (if starting point is inside the box, it counts as intersection) function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer): Boolean; var sx0, sy0, sx1, sy1: Single; begin result := false; if (bw < 1) or (bh < 1) then exit; if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end; sx0 := x0; sy0 := y0; sx1 := x1; sy1 := y1; result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1); end; // 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 inx := x0; iny := y0; result := false; if (bw < 1) or (bh < 1) then exit; if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end; sx0 := x0; sy0 := y0; sx1 := x1; sy1 := y1; result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1); if result then begin inx := trunc(sx0); iny := trunc(sy0); // hack! if (inx = bx) then Dec(inx) else if (inx = bx+bw-1) then Inc(inx); if (iny = by) then Dec(iny) else if (iny = by+bh-1) then Inc(iny); end else begin inx := x1; iny := y1; end; end; // ////////////////////////////////////////////////////////////////////////// // function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer; u0: PSingle=nil; hitedge: PSweepEdge=nil; u1: PSingle=nil; hitx: PInteger=nil; hity: PInteger=nil): Boolean; var tin, tout: Single; function axisOverlap (me0, me1, it0, it1, d: Integer; he0, he1: TSweepEdge): Boolean; inline; var t: Single; begin result := false; if (me1 < it0) then begin if (d >= 0) then exit; // oops, no hit t := (me1-it0+1)/d; if (t > tin) then begin tin := t; hitedge^ := he1; end; end else if (it1 < me0) then begin if (d <= 0) then exit; // oops, no hit t := (me0-it1-1)/d; if (t > tin) then begin tin := t; hitedge^ := he0; end; end; if (d < 0) and (it1 > me0) then begin t := (me0-it1-1)/d; if (t < tout) then tout := t; end else if (d > 0) and (me1 > it0) then begin t := (me1-it0+1)/d; if (t < tout) then tout := t; end; result := true; end; var mex1, mey1, itx1, ity1, vx, vy, ex, ey: Integer; htt: TSweepEdge = TSweepEdge.None; // has no sense, who cares begin result := false; if (u0 <> nil) then u0^ := -1.0; if (u1 <> nil) then u1^ := -1.0; if (hitx <> nil) then hitx^ := mex0; if (hity <> nil) then hity^ := mey0; if (hitedge = nil) then hitedge := @htt else hitedge^ := TSweepEdge.None; if (mew < 1) or (meh < 1) or (itw < 1) or (ith < 1) then exit; mex1 := mex0+mew-1; mey1 := mey0+meh-1; itx1 := itx0+itw-1; ity1 := ity0+ith-1; // check if they are overlapping right now (SAT) //if (mex1 >= itx0) and (mex0 <= itx1) and (mey1 >= ity0) and (mey0 <= ity1) then begin result := true; exit; end; if (medx = 0) and (medy = 0) then exit; // both boxes are sationary // treat b as stationary, so invert v to get relative velocity vx := -medx; vy := -medy; tin := -100000000.0; tout := 100000000.0; if not axisOverlap(mex0, mex1, itx0, itx1, vx, TSweepEdge.Right, TSweepEdge.Left) then exit; if not axisOverlap(mey0, mey1, ity0, ity1, vy, TSweepEdge.Bottom, TSweepEdge.Top) then exit; if (u0 <> nil) then u0^ := tin; if (u1 <> nil) then u1^ := tout; if (tin <= tout) and (tin >= 0.0) and (tin <= 1.0) then begin result := true; if (hitx <> nil) or (hity <> nil) then begin ex := mex0+round(medx*tin); ey := mey0+round(medy*tin); // just in case, compensate for floating point inexactness if (ex >= itx0) and (ey >= ity0) and (ex < itx0+itw) and (ey < ity0+ith) then begin ex := mex0+trunc(medx*tin); ey := mey0+trunc(medy*tin); end; if (hitx <> nil) then hitx^ := ex; if (hity <> nil) then hity^ := ey; end; end; end; end.