# HG changeset patch # User tron # Date 1154168339 0 # Node ID 0ed3d6500117a6f129c5bb9d375ccf097aaba66c # Parent d60e73f5151bf611a4454da7ad91e197653d9e35 (svn r5629) Simplify the test whether two bounding boxes overlap diff --git a/viewport.c b/viewport.c --- a/viewport.c +++ b/viewport.c @@ -1048,18 +1048,12 @@ if (ps2->unk16 & 1) continue; - // Decide which sort order algorithm to use, based on whether the sprites have some overlapping area. - if (( - (ps2->xmin > ps->xmin && ps2->xmin < ps->xmax) || - (ps2->xmax > ps->xmin && ps2->xmin < ps->xmax) - ) && ( // overlap in X - (ps2->ymin > ps->ymin && ps2->ymin < ps->ymax) || - (ps2->ymax > ps->ymin && ps2->ymin < ps->ymax) - ) && ( // overlap in Y - (ps2->zmin > ps->zmin && ps2->zmin < ps->zmax) || - (ps2->zmax > ps->zmin && ps2->zmin < ps->zmax) - )) { // overlap in Z - // Sprites overlap. + /* Decide which comparator to use, based on whether the bounding + * boxes overlap + */ + if (ps->xmax > ps2->xmin && ps->xmin < ps2->xmax && // overlap in X? + ps->ymax > ps2->ymin && ps->ymin < ps2->ymax && // overlap in Y? + ps->zmax > ps2->zmin && ps->zmin < ps2->zmax) { // overlap in Z? // Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen, // and with higher Z elevation, draw in front. // Here X,Y,Z are the coordinates of the "center of mass" of the sprite,