raze/source/core/rendering/hw_sections2.h

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struct Section2;
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enum ESEctionFlag
{
Unclosed = 1, // at least one unclosed loop
Dumped = 2, // builder was unable to properly construct, so content may not be usable for triangulator.
BadWinding = 4,
};
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struct Section2Wall
{
// references to game data
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vec2_t* v1; // points to start vertex in wall[]
vec2_t* v2; // points to end vertex in wall[]
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walltype* wall; // points to the actual wall this belongs to - this is NOT necessarily the same as v1 and can be null.
// references to section data
Section2Wall* backside; // points to this wall's back side
Section2* frontsection;
Section2* backsection; // if this is null the wall is one-sided
};
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struct Section2Loop
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{
TArrayView<Section2Wall*> walls;
};
struct Section2
{
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int flags;
unsigned index;
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sectortype* sector;
// this uses a memory arena for storage, so use TArrayView instead of TArray
TArrayView<Section2Wall*> walls;
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TArrayView<Section2Loop> loops;
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};
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extern TArray<Section2*> sections2;
extern TArrayView<TArrayView<Section2*>> sections2PerSector;
void hw_CreateSections2();
using Outline = TArray<TArray<vec2_t>>;
using Point = std::pair<float, float>;
using FOutline = std::vector<std::vector<Point>> ; // Data type was chosen so it can be passed directly into Earcut.
Outline BuildOutline(Section2* section);