CompareSlope() public static méthode

public static CompareSlope ( System.Point p1, System.Point p2, System.Point p3 ) : bool
p1 System.Point
p2 System.Point
p3 System.Point
Résultat bool
Exemple #1
0
        void FindPathTowardsOld(byte box1, byte box2, byte finalBox, out Point p2, out Point p3)
        {
            var gateA = new Point[2];
            var gateB = new Point[2];

            p2 = new Point();
            p3 = new Point();

            GetGates(_scumm.GetBoxCoordinates(box1), _scumm.GetBoxCoordinates(box2), gateA, gateB);

            p2.X = 32000;
            p3.X = 32000;

            // TODO:
            // next box (box2) = final box?
//            if (box2 == finalBox)
//            {
//                // In Indy3, the masks (= z-level) have to match, too -- needed for the
//                // 'maze' in the zeppelin (see bug #1032964).
            //                if (_scumm.Game.Id != GID_INDY3 || _vm->getMaskFromBox(box1) == _vm->getMaskFromBox(box2))
//                {
//                    // Is the actor (x,y) between both gates?
//                    if (compareSlope(_pos, _walkdata.dest, gateA[0]) !=
//                        compareSlope(_pos, _walkdata.dest, gateB[0]) &&
//                        compareSlope(_pos, _walkdata.dest, gateA[1]) !=
//                        compareSlope(_pos, _walkdata.dest, gateB[1]))
//                    {
//                        return;
//                    }
//                }
//            }

            p3 = ScummMath.ClosestPtOnLine(gateA[1], gateB[1], Position);

            if (ScummMath.CompareSlope(Position, p3, gateA[0]) == ScummMath.CompareSlope(Position, p3, gateB[0]))
            {
                p2 = ScummMath.ClosestPtOnLine(gateA[0], gateB[0], Position);
            }
        }
Exemple #2
0
        internal bool CheckXYInBoxBounds(int boxnum, Point p)
        {
            // Since this method is called by many other methods that take params
            // from e.g. script opcodes, but do not validate the boxnum, we
            // make a check here to filter out invalid boxes.
            // See also bug #1599113.
            if (boxnum < 0 || boxnum == InvalidBox)
            {
                return(false);
            }

            var box = GetBoxCoordinates(boxnum);

            // Quick check: If the x (resp. y) coordinate of the point is
            // strictly smaller (bigger) than the x (y) coordinates of all
            // corners of the quadrangle, then it certainly is *not* contained
            // inside the quadrangle.
            if (p.X < box.UpperLeft.X && p.X < box.UpperRight.X && p.X < box.LowerRight.X && p.X < box.LowerLeft.X)
            {
                return(false);
            }

            if (p.X > box.UpperLeft.X && p.X > box.UpperRight.X && p.X > box.LowerRight.X && p.X > box.LowerLeft.X)
            {
                return(false);
            }

            if (p.Y < box.UpperLeft.Y && p.Y < box.UpperRight.Y && p.Y < box.LowerRight.Y && p.Y < box.LowerLeft.Y)
            {
                return(false);
            }

            if (p.Y > box.UpperLeft.Y && p.Y > box.UpperRight.Y && p.Y > box.LowerRight.Y && p.Y > box.LowerLeft.Y)
            {
                return(false);
            }

            // Corner case: If the box is a simple line segment, we consider the
            // point to be contained "in" (or rather, lying on) the line if it
            // is very close to its projection to the line segment.
            if ((box.UpperLeft == box.UpperRight && box.LowerRight == box.LowerLeft) ||
                (box.UpperLeft == box.LowerLeft && box.UpperRight == box.LowerRight))
            {
                Point tmp;
                tmp = ScummMath.ClosestPtOnLine(box.UpperLeft, box.LowerRight, p);
                if (p.SquareDistance(tmp) <= 4)
                {
                    return(true);
                }
            }

            // Finally, fall back to the classic algorithm to compute containment
            // in a convex polygon: For each (oriented) side of the polygon
            // (quadrangle in this case), compute whether p is "left" or "right"
            // from it.

            if (!ScummMath.CompareSlope(box.UpperLeft, box.UpperRight, p))
            {
                return(false);
            }

            if (!ScummMath.CompareSlope(box.UpperRight, box.LowerRight, p))
            {
                return(false);
            }

            if (!ScummMath.CompareSlope(box.LowerRight, box.LowerLeft, p))
            {
                return(false);
            }

            if (!ScummMath.CompareSlope(box.LowerLeft, box.UpperLeft, p))
            {
                return(false);
            }

            return(true);
        }