2D Line Intersection
From AntiHax
In the HalfLife engine, a lot of detections and counter measures require the use of TraceLines. This function is quite expensive however and will cause performance issues when used in large numbers.
To counter this, I have found the use of the old line intersection algorithm to be quite handy in to perform a fast 2d test. It is very important to remember that using this algorithm in 3D means it tests infinitely tall.
/* Faster Line Segment Intersection */
/* Franklin Antonio */
/* return values */
#define DONT_INTERSECT 0
#define DO_INTERSECT 1
#define PARALLEL 2
/* The SAME_SIGNS macro assumes arithmetic where the exclusive-or */
/* operation will work on sign bits. This works for twos-complement,*/
/* and most other machine arithmetic. */
#define SAME_SIGNS( a, b ) \
(((long) ((unsigned long) a ^ (unsigned long) b)) >= 0 )
// [Danni] Converted to REAL. The line intersection algorithm determines if
// two lines collide by drawing a boundingbox around the two lines
// and identify if any points are within another's box.
// This is a constant time function, hence we can quickly test if
// a trace will hit a player in 2D space by stating players bbox
// widths are one line and the clients view angle is another.
// Forewarning! Bounding boxes do not always fully engulf the model.
// My personal preference is to make the bbox 3 times it's normal size.
int lines_intersect(float x1,float y1,float x2,float y2,float x3,float y3,
float x4,float y4,float *x,float *y) {
float Ax,Bx,Cx,Ay,By,Cy,d,e,f,num,offset;
float x1lo,x1hi,y1lo,y1hi;
Ax = x2-x1;
Bx = x3-x4;
if(Ax<0) { /* X bound box test*/
x1lo=(float)x2; x1hi=(float)x1;
} else {
x1hi=(float)x2; x1lo=(float)x1;
}
if(Bx>0) {
if(x1hi < (float)x4 || (float)x3 < x1lo) return DONT_INTERSECT;
} else {
if(x1hi < (float)x3 || (float)x4 < x1lo) return DONT_INTERSECT;
}
Ay = y2-y1;
By = y3-y4;
if(Ay<0) { /* Y bound box test*/
y1lo=(float)y2; y1hi=(float)y1;
} else {
y1hi=(float)y2; y1lo=(float)y1;
}
if(By>0) {
if(y1hi < (float)y4 || (float)y3 < y1lo) return DONT_INTERSECT;
} else {
if(y1hi < (float)y3 || (float)y4 < y1lo) return DONT_INTERSECT;
}
Cx = x1-x3;
Cy = y1-y3;
d = By*Cx - Bx*Cy; /* alpha numerator*/
f = Ay*Bx - Ax*By; /* both denominator*/
if(f>0) { /* alpha tests*/
if(d<0 || d>f) return DONT_INTERSECT;
} else {
if(d>0 || d<f) return DONT_INTERSECT;
}
e = Ax*Cy - Ay*Cx; /* beta numerator*/
if(f>0) { /* beta tests*/
if(e<0 || e>f) return DONT_INTERSECT;
} else {
if(e>0 || e<f) return DONT_INTERSECT;
}
/*compute intersection coordinates*/
if(f==0) return PARALLEL;
num = d*Ax; /* numerator */
offset = SAME_SIGNS(num,f) ? f/2 : -f/2; /* round direction*/
*x = x1 + (num+offset) / f; /* intersection x */
num = d*Ay;
offset = SAME_SIGNS(num,f) ? f/2 : -f/2;
*y = y1 + (num+offset) / f; /* intersection y */
return DO_INTERSECT;
}
bool UTIL_EntIntersect( Vector &vecStart, Vector &vecEnd,edict_t* source,
edict_t* target, int multiplier)
{
int targetnum = ENTINDEX(target);
int sourcenum = ENTINDEX(source);
Vector mins = target->v.origin + (target->v.mins * multiplier);
Vector maxs = target->v.origin + (target->v.maxs * multiplier);
float x,y;
if (lines_intersect(mins.x, mins.y, maxs.x, maxs.y,vecStart.x, vecStart.y,
vecEnd.x, vecEnd.y, &x, &y)) {
return true;
}
return false;
}
An example of this code in use:
int scan_Simple (edict_t *source, edict_t *target) {
UTIL_MakeVectors( source->v.v_angle );
// A point far away in the aiming direction.
Vector vecSrc = GetGunPosition(source);
Vector vecDest = vecSrc + gpGlobals->v_forward * 8196;
TraceResult tr;
// Do a quick BBox 2d collision with 3x BBox
if (UTIL_EntIntersect(vecDest, vecSrc, source, target, 3)) {
// We hit em, now do a more expensive hitscan.
TraceLine(vecSrc, vecDest, source, &tr);
//......
}
}
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