scummvm/engines/bladerunner/boundingbox.cpp
antoniou79 3c61365692 BLADERUNNER: Fix bad boundbox for corpses
Some of these issues were caused by commit 186de62ffb575a6c7fe5c27e1b6980364390e678

Others were original bugs (mutants 2 and 3), and both rats.
This commit includes a fix for Grayford's death animation when shot (in Act 4)
2021-04-17 01:45:38 +03:00

93 lines
2.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/boundingbox.h"
#include "bladerunner/savefile.h"
namespace BladeRunner {
// TO VERIFY
// First vertex is typically the bottom left point (x0, y0, z0)
// and second vertex is the top right (x1, y1, z1)
// Hence, we also assume that x0 < x1, y0 < y1 and z0 < z1 (ie. see how the inside() method makes its calculation)
// TODO Maybe add a check here to catch any exceptions?
BoundingBox::BoundingBox(float x0, float y0, float z0, float x1, float y1, float z1) {
_vertices[0].x = x0;
_vertices[0].y = y0;
_vertices[0].z = z0;
_vertices[1].x = x1;
_vertices[1].y = y1;
_vertices[1].z = z1;
}
void BoundingBox::expand(float x0, float y0, float z0, float x1, float y1, float z1) {
_vertices[0].x += x0;
_vertices[0].y += y0;
_vertices[0].z += z0;
_vertices[1].x += x1;
_vertices[1].y += y1;
_vertices[1].z += z1;
}
bool BoundingBox::inside(float x, float y, float z) const {
return x >= _vertices[0].x && x <= _vertices[1].x
&& y >= _vertices[0].y && y <= _vertices[1].y
&& z >= _vertices[0].z && z <= _vertices[1].z;
}
bool BoundingBox::inside(Vector3 &position) const {
return inside(position.x, position.y, position.z);
}
void BoundingBox::setXYZ(float x0, float y0, float z0, float x1, float y1, float z1) {
_vertices[0].x = x0;
_vertices[0].y = y0;
_vertices[0].z = z0;
_vertices[1].x = x1;
_vertices[1].y = y1;
_vertices[1].z = z1;
}
void BoundingBox::getXYZ(float *x0, float *y0, float *z0, float *x1, float *y1, float *z1) const {
*x0 = _vertices[0].x;
*y0 = _vertices[0].y;
*z0 = _vertices[0].z;
*x1 = _vertices[1].x;
*y1 = _vertices[1].y;
*z1 = _vertices[1].z;
}
float BoundingBox::getZ0() const {
return _vertices[0].z;
}
float BoundingBox::getZ1() const {
return _vertices[1].z;
}
} // End of namespace BladeRunner