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Ray-casting algorithm: Difference between revisions

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→‎{{header|REXX}}: added whitespace, changed an indentation for alignment.
(Added Visual Basic .NET Translation.)
m (→‎{{header|REXX}}: added whitespace, changed an indentation for alignment.)
Line 3,100:
exit /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
in$out: procedure expose point. poly.; parse arg p; #=0
do side=1 to poly.0 by 2; #=# +intersect(p, side); end end /*side*/
return # // 2 /*ODD is inside. EVEN is outside.*/
/*──────────────────────────────────────────────────────────────────────────────────────*/
intersect: procedure expose point. poly.; parse arg ?,s; sp=s + 1
epsilon= '1e' || (-digits() %2); infinity= "1e" || (digits() *2)
Px=point.?.x; Ax=poly.s.x; Ay=poly.s.y
Py=point.?.y; Bx=poly.sp.x; By=poly.sp.y /* [↓] do a swap.*/
if Ay>By then parse value Ax Ay Bx By with Bx By Ax Ay
if Py=Ay | Py=By then Py=Py + epsilon
if Py<Ay | Py>By | Px>max(Ax, Bx) then return 0
if Px<min(Ax,Bx) Px<min(Ax, Bx) then return 1
if Ax\=Bx then m_red = (By-Ay) / (Bx-Ax)
else m_red = infinity
if Ax\=Px then m_blue= (Py-Ay) / (Px-Ax)
else return 1
return m_blue >= m_red
Line 3,125:
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
poly: @= 'POLY.'; parse arg Fx Fy /* [↓] process the X,Y points.*/
n=0
do j=1 for arg(); n=n + 1; parse value arg(j) with xx yy
call value @ || n'.X', xx ; call value @ || n".Y", yy
if n//2 then iterate; n=n + 1
call value @ || n'.X', xx ; call value @ || n".Y", yy
end /*j*/
n=n + 1
call value @ || n'.X', Fx; call value @ || n".Y", Fy; call value @'0', n
return /*POLY.0 is # segments(sides).*/
/*──────────────────────────────────────────────────────────────────────────────────────*/
test: say; do k=1 for point.0; w=wx + wy + 2
say right(' ['arg(1)"] point:", 30),
right( right(point.k.x, wx)', 'right(point.k.y, wy), w) " is ",
right( word('outside inside', in$out(k) + 1), 7)
end /*k*/
return</lang>
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