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https://github.com/DrBeef/Raze.git
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722 lines
21 KiB
C++
722 lines
21 KiB
C++
/*
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** hw_sections.cpp
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** For decoupling the renderer from internal Build structures
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** The sole reason for existence of this file is that Build's sector setup
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** does not allow for easy splitting of sectors, either for having disjoint parts
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** or requiring partial rendering. So we need to add a superstructure
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** where we can shuffle around the map content without disturbing the original
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** order...
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**
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*/
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#include "build.h"
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#include "hw_sections.h"
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#include "memarena.h"
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#include "c_cvars.h"
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#include "gamefuncs.h"
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void CreateVertexMap();
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FMemArena sectionArena(102400);
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TMap<int, bool> bugged;
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TArray<SectionLine> sectionLines;
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TArray<Section> sections;
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TArrayView<TArrayView<int>> sectionsPerSector;
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TArray<int> splits;
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struct loopcollect
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{
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TArray<TArray<int>> loops;
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int bugged = 0;
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};
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struct sectionbuild
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{
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int bugged = 0;
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int wallcount = 0;
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TArray<TArray<int>> loops;
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};
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struct sectionbuildsector
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{
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int sectnum;
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TArray<sectionbuild> sections;
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};
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static bool cmpLess(double a, double b)
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{
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return a < b;
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}
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static bool cmpGreater(double a, double b)
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{
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return a > b;
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}
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static int sgn(double v)
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{
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// Don't try to be smart here - the compiler won't like it.
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return (v > 0)? 1: (v < 0)? -1 : 0;
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}
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static double dist(const DVector2& a, const DVector2& b)
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{
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// We only need to know if it's 1 or higher, so this is enough.
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return fabs(a.X - b.X) + fabs(a.Y - b.Y);
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}
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using cmp = bool(*)(double, double);
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//==========================================================================
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//
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// This will also be needed by the triangulator because it faces the same problems with eliminating linedef overlaps.
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//
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//==========================================================================
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void StripLoop(TArray<DVector2>& points)
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{
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for (int p = 0; p < (int)points.Size(); p++)
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{
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unsigned prev = p == 0 ? points.Size() - 1 : p - 1;
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unsigned next = unsigned(p) == points.Size() - 1 ? 0 : p + 1;
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if (points[next] == points[prev]) // if the two neighboring points are equal, this one dos not contribute to the sector's area.
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{
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if (next == 0)
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{
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points.Delete(0);
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points.Pop();
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}
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else
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{
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points.Delete(p, 2);
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p--;
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}
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if (p > 0) p--; // backtrack one point more to ensure we can check the newly formed connection as well.
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}
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else if ((points[prev].X == points[p].X && points[next].X == points[p].X && sgn(points[next].Y - points[p].Y) == sgn(points[prev].Y - points[p].Y)) ||
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(points[prev].Y == points[p].Y && points[next].Y == points[p].Y && sgn(points[next].X - points[p].X) == sgn(points[prev].X - points[p].X)) ||
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dist(points[prev], points[next]) <= 1/256.) // if the two points are extremely close together, we may also ignore the intermediate point.
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{
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// both connections exit the point into the same direction. Here it is sufficient to just delete it so that the neighboring ones connect directly.
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points.Delete(p);
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p--;
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if (p > 0) p--; // backtrack one point more to ensure we can check the newly formed connection as well.
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}
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// Todo: check the non-orthogonal case of the above, too. Duke E2L7's sector 130 is such a case.
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int GetWindingOrder(TArray<DVector2>& poly, cmp comp1 = cmpLess, cmp comp2 = cmpGreater)
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{
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int n = poly.Size();
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double minx = poly[0].X;
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double miny = poly[0].Y;
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int m = 0;
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for (int i = 0; i < n; i++)
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{
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if ((comp1(poly[i].Y, miny)) || ((poly[i].Y == miny) && (comp2(poly[i].X, minx))))
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{
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m = i;
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minx = poly[m].X;
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miny = poly[m].Y;
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}
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}
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double a[2], b[2], c[2];
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int m1 = (m + n - 1) % n;
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int m2 = (m + 1) % n;
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a[0] = poly[m1].X;
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b[0] = poly[m].X;
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c[0] = poly[m2].X;
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a[1] = poly[m1].Y;
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b[1] = poly[m].Y;
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c[1] = poly[m2].Y;
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auto area =
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a[0] * b[1] - a[1] * b[0] +
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a[1] * c[0] - a[0] * c[1] +
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b[0] * c[1] - c[0] * b[1];
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return (area > 0) - (area < 0);
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}
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int GetWindingOrder(TArray<int>& poly)
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{
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// This is more complicated than it should be due to how doors are designed in Build.
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// Overlapping and backtracking lines are quite common and need to be removed from the data before determining the winding order.
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TArray<DVector2> points(poly.Size(), true);
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int i = 0;
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for (auto& index : poly)
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{
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points[i++] = wall[index].pos;
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}
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StripLoop(points);
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if (points.Size() == 0) return 1; // Sector has no dimension. We must accept this as valid here.
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int order = GetWindingOrder(points);
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if (order == 0)
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{
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// this may be a diagonal overlap, so try one other corner, too.
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order = GetWindingOrder(points, cmpGreater, cmpLess);
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}
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// if (order == 0) do a pedantic check - this is hopefully not needed ever.
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return order;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void CollectLoops(TArray<loopcollect>& sectors)
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{
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BitArray visited;
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visited.Resize(wall.Size());
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visited.Zero();
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TArray<int> thisloop;
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int count = 0;
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for (unsigned i = 0; i < sector.Size(); i++)
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{
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int first = wallindex(sector[i].walls.Data());
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int last = first + sector[i].walls.Size();
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sectors.Reserve(1);
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sectors.Last().bugged = 0;
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for (int w = first; w < last; w++)
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{
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if (visited[w]) continue;
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thisloop.Clear();
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thisloop.Push(w);
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visited.Set(w);
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for (int ww = wall[w].point2; ww != w; ww = wall[ww].point2)
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{
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if (ww < first || ww >= last)
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{
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Printf("Found wall %d outside sector %d in a loop\n", ww, i);
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sectors.Last().bugged = ESectionFlag::Unclosed;
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bugged.Insert(i, true);
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break;
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}
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if (visited[ww])
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{
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// quick check for the only known cause of this in proper maps:
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// RRRA E1L3 and SW $yamato have a wall duplicate where the duplicate's index is the original's + 1. These can just be deleted here and be ignored.
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if (ww > 1 && wall[ww-1].pos == wall[ww-2].pos && wall[ww-1].point2 == wall[ww-2].point2 && wall[ww - 1].point2 == ww)
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{
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thisloop.Clear();
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break;
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}
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Printf("found already visited wall %d\nLinked by:", ww);
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bugged.Insert(i, true);
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for (unsigned walnum = 0; walnum < wall.Size(); walnum++)
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{
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if (wall[walnum].point2 == ww)
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Printf(" %d,", walnum);
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}
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Printf("\n");
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sectors.Last().bugged = ESectionFlag::Unclosed;
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break;
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}
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thisloop.Push(ww);
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visited.Set(ww);
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}
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if (thisloop.Size() > 0)
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{
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count++;
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int o = GetWindingOrder(thisloop);
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if (o == 0)
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{
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//Printf("Unable to determine winding order of loop in sector %d!\n", i);
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bugged.Insert(i, true);
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}
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thisloop.Push(o);
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sectors.Last().loops.Push(std::move(thisloop));
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}
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}
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}
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}
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//==========================================================================
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//
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// checks if a point is within a given section
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//
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//==========================================================================
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static TArray<DVector2> points;
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static int insideLoop(int vertex, TArray<int>& loop)
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{
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points.Resize(loop.Size() - 1);
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for (unsigned ii = 0; ii < loop.Size() - 1; ii++)
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{
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points[ii] = wall[loop[ii]].pos;
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}
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// to reliably detect walls where vertices lie directly on outer walls, we must test the wall's center as well.
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// SW: Wanton Destrcution's $bath.map, sector 601 is an example for that.
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DVector2 pts[] = { wall[vertex].pos, wall[vertex].center() };
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for (int i = 0; i < 2; i++)
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{
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int isinside = insidePoly(pts[i].X, pts[i].Y, points.Data(), points.Size());
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if (isinside == 1) return 1;
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}
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return -1;
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}
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static int insideLoop(TArray<int>& check, TArray<int>& loop)
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{
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for (unsigned v = 0; v < check.Size() - 1; v++)
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{
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if (insideLoop(check[v], loop) == 1)
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{
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return true;
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}
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void GroupData(TArray<loopcollect>& collect, TArray<sectionbuildsector>& builders)
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{
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for (unsigned i = 0; i < sector.Size(); i++)
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{
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auto& builder = builders[i];
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builder.sectnum = i;
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auto& sectloops = collect[i].loops;
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// Handle the two easy cases explicitly so that they can be done without running into more complex checks
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if (sectloops.Size() == 1)
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{
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// we got one loop - do this quickly without any checks.
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auto& loop = sectloops[0];
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builder.sections.Reserve(1);
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int last = loop.Last();
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builder.sections.Last().wallcount = loop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(loop));
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builder.sections.Last().bugged = collect[i].bugged;
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if (last != 1)
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{
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builder.sections.Last().bugged = ESectionFlag::BadWinding; // Todo: Use flags for bugginess.
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//Printf("Sector %d has wrong winding order\n", i);
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bugged.Insert(i, true);
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}
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continue;
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}
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if (!collect[i].bugged) // only try to build a proper set of sections if the sector is not malformed. Otherwise just make a single one of everything.
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{
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unsigned wind1count = 0;
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unsigned windnegcount = 0;
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int posplace = -1;
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for (unsigned l = 0; l < sectloops.Size(); l++)
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{
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auto& loop = sectloops[l];
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if (loop.Last() == 1)
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{
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wind1count++;
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posplace = l;
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}
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else if (loop.Last() == -1) windnegcount++;
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}
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// Check for one outer loop with multiple inner loops. This is also fairly common and quickly found.
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if (wind1count == 1 && windnegcount == sectloops.Size() - 1)
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{
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if (posplace > 0) sectloops[0].Swap(sectloops[posplace]);
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unsigned insidecount = 0;
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for (unsigned l = 1; l < sectloops.Size(); l++)
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{
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if (insideLoop(sectloops[l], sectloops[0])) insidecount++;
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}
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if (insidecount == sectloops.Size() - 1)
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{
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builder.sections.Reserve(1);
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builder.sections.Last().wallcount = 0;
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builder.sections.Last().bugged = 0;
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for (auto& loop : sectloops)
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{
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builder.sections.Last().wallcount += loop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(loop));
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}
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continue;
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}
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}
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// Check for multiple outer loops with no inner loops. Less frequent, but still a regular occurence.
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if (wind1count == sectloops.Size() && windnegcount == 0)
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{
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for (auto& loop1 : sectloops) for (auto& loop2 : sectloops)
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{
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if (&loop1 != &loop2 && insideLoop(loop1, loop2))
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{
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goto nope; // just get out of here.
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}
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}
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for (auto& loop : sectloops)
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{
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builder.sections.Reserve(1);
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builder.sections.Last().bugged = 0;
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builder.sections.Last().wallcount = loop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(loop));
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}
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continue;
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}
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nope:;
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// Now try the case where we got multiple sections where some have holes.
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// For that, first build a map to see which sectors lie inside others.
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TArray<int> inside(sectloops.Size(), true);
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TArray<TArray<int>> outside(sectloops.Size(), true);
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for (auto& in : inside) in = -1;
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for (unsigned a = 0; a < sectloops.Size(); a++)
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{
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for (unsigned b = 0; b < sectloops.Size(); b++)
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{
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if (b != a && insideLoop(sectloops[a], sectloops[b]))
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{
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if (inside[a] == -1)
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{
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if (sectloops[a].Last() != -1 || sectloops[b].Last() != 1)
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{
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//Printf("Bad winding order for loops in sector %d\n", i);
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bugged.Insert(i, true);
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inside[a] = inside[b] = -2; // invalidate both loops
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}
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else
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{
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inside[a] = b;
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outside[b].Push(a);
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}
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}
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else
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{
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//Printf("Nested loops found in sector %d, comparing loops starting at %d and %d\n", i, sectloops[a][0], sectloops[b][0]);
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bugged.Insert(i, true);
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if (inside[a] != -2)
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{
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inside[inside[a]] = -2;
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}
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inside[a] = inside[b] = -2;
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}
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}
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}
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}
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// Now write out the proper sections we were able to find.
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for (unsigned a = 0; a < sectloops.Size(); a++)
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{
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if (inside[a] == -1 && sectloops[a].Size() > 0 && sectloops[a].Last() == 1)
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{
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auto& loop = sectloops[a];
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builder.sections.Reserve(1);
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builder.sections.Last().bugged = -1; // debug only - remove once checked!!!
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builder.sections.Last().wallcount = loop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(loop));
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for (auto c: outside[a])
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{
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if (inside[c] == (int)a)
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{
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auto& iloop = sectloops[c];
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builder.sections.Last().wallcount += iloop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(iloop));
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inside[c] = -1;
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}
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}
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}
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}
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}
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// Whatever gets here is in a shape where any guesswork is futile. Just dump it into a single section and don't think about it any further.
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bool tossit = false;
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for (unsigned a = 0; a < sectloops.Size(); a++)
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{
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if (sectloops[a].Size() > 0)
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{
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if (!tossit) // Have we created our dumping section yet? If no, do so now and print a warning.
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{
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tossit = true;
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//Printf("Potential problem at sector %d with %d loops\n", i, sectloops.Size());
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bugged.Insert(i, true);
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builder.sections.Reserve(1);
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builder.sections.Last().bugged = ESectionFlag::Dumped; // this will most likely require use of the node builder to triangulate anyway.
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}
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auto& loop = sectloops[a];
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builder.sections.Last().wallcount += loop.Size() - 1;
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builder.sections.Last().loops.Push(std::move(loop));
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}
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}
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}
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}
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//==========================================================================
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//
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// handle explicit sector splits while we still have simple index arrays.
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// This operates on the generated sections
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//
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//==========================================================================
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static void TrySplitLoop(sectionbuildsector& builder, int firstwall, int lastwall)
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{
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for (unsigned s = 0; s < builder.sections.Size(); s++)
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{
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auto& section = builder.sections[s];
|
|
if (section.loops.Size() > 1)
|
|
{
|
|
// Must have one loop to split a section. Should this ever be needed for sections with holes the loops need to be joined before running this.
|
|
Printf("Unable to split sector %d between walls %d and %d\n", builder.sectnum, firstwall, lastwall);
|
|
return;
|
|
}
|
|
auto& loop = section.loops[0];
|
|
unsigned i1 = loop.Find(firstwall);
|
|
unsigned i2 = loop.Find(lastwall);
|
|
if (i1 >= loop.Size() || i2 >= loop.Size()) continue;
|
|
if (i2 < i1) std::swap(i1, i2);
|
|
TArray<int> newloop1;
|
|
TArray<int> newloop2;
|
|
auto it = loop.begin();
|
|
auto end = loop.end() - 1;
|
|
while (it != end && *it != firstwall) newloop1.Push(*it++);
|
|
newloop1.Push(-firstwall);
|
|
while (it != end && *it != lastwall) newloop2.Push(*it++);
|
|
newloop2.Push(-lastwall);
|
|
while (it != end) newloop1.Push(*it++);
|
|
section.wallcount = newloop1.Size();
|
|
newloop1.Push(loop.Last());
|
|
section.loops[0] = std::move(newloop1);
|
|
builder.sections.Reserve(1);
|
|
auto& newsect = builder.sections.Last();
|
|
newsect.bugged = false;
|
|
newsect.wallcount = newloop2.Size();
|
|
newloop2.Push(loop.Last());
|
|
newsect.loops.Resize(1);
|
|
newsect.loops[0] = std::move(newloop2);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void SplitLoops(TArray<sectionbuildsector>& builders)
|
|
{
|
|
for (unsigned i = 0; i < splits.Size(); i += 3)
|
|
{
|
|
int sector = splits[0];
|
|
TrySplitLoop(builders[sector], splits[i + 1], splits[i + 2]);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void ConstructSections(TArray<sectionbuildsector>& builders)
|
|
{
|
|
// count all sections and allocate the global buffers.
|
|
TArray<int> splitwalls;
|
|
|
|
// Allocate all Section walls.
|
|
sectionLines.Resize(wall.Size() + splits.Size() * 2 / 3);
|
|
|
|
for (unsigned i = 0; i < splits.Size(); i++)
|
|
{
|
|
if (i % 3) splitwalls.Push(splits[i]);
|
|
}
|
|
|
|
unsigned nextwall = wall.Size();
|
|
for (unsigned i = 0; i < wall.Size(); i++)
|
|
{
|
|
sectionLines[i].startpoint = i;
|
|
sectionLines[i].endpoint = wall[i].point2;
|
|
sectionLines[i].wall = i;
|
|
sectionLines[i].partner = wall[i].nextwall;
|
|
}
|
|
for (unsigned i = wall.Size(); i < sectionLines.Size(); i++)
|
|
{
|
|
unsigned pair = (i - wall.Size());
|
|
sectionLines[i].startpoint = splitwalls[pair];
|
|
sectionLines[i].endpoint = splitwalls[pair ^ 1];
|
|
sectionLines[i].wall = -1;
|
|
sectionLines[i].partner = wall.Size() + (pair ^ 1);
|
|
}
|
|
|
|
unsigned count = 0;
|
|
// allocate as much as possible from the arena here.
|
|
size_t size = sizeof(*sectionsPerSector.Data()) * sector.Size();
|
|
auto data = sectionArena.Calloc(size);
|
|
sectionsPerSector.Set(static_cast<decltype(sectionsPerSector.Data())>(data), sector.Size());
|
|
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
auto& builder = builders[i];
|
|
count += builder.sections.Size();
|
|
|
|
size = sizeof(int) * builder.sections.Size();
|
|
data = sectionArena.Calloc(size);
|
|
sectionsPerSector[i].Set(static_cast<int* >(data), builder.sections.Size()); // although this may need reallocation, it is too small to warrant single allocations for each sector.
|
|
}
|
|
sections.Resize(count); // this we cannot put into the arena because its size may change.
|
|
memset(sections.Data(), 0, count * sizeof(*sections.Data()));
|
|
|
|
// now fill in the data
|
|
|
|
int cursection = 0;
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
auto& builder = builders[i];
|
|
for (unsigned j = 0; j < builder.sections.Size(); j++)
|
|
{
|
|
auto section = §ions[cursection];
|
|
auto& srcsect = builder.sections[j];
|
|
sectionsPerSector[i][j] = cursection;
|
|
section->sector = i;
|
|
section->index = cursection++;
|
|
|
|
int sectwalls = srcsect.wallcount;
|
|
auto walls = (int*)sectionArena.Calloc(sectwalls * sizeof(int));
|
|
section->lines.Set(walls, sectwalls);
|
|
|
|
unsigned srcloops = srcsect.loops.Size();
|
|
auto loops = (Section2Loop*)sectionArena.Calloc(srcloops * sizeof(Section2Loop));
|
|
section->loops.Set(loops, srcloops);
|
|
|
|
int curwall = 0;
|
|
for (unsigned ii = 0; ii < srcloops; ii++)
|
|
{
|
|
auto& srcloop = srcsect.loops[ii];
|
|
auto& loop = section->loops[ii];
|
|
unsigned numsectionwalls = srcloop.Size() - 1;
|
|
auto wallarray = (int*)sectionArena.Calloc(numsectionwalls * sizeof(int));
|
|
loop.walls.Set(wallarray, numsectionwalls);
|
|
for (unsigned w = 0; w < numsectionwalls; w++)
|
|
{
|
|
int wall_i = srcloop[w];
|
|
if (wall_i >= 0)
|
|
{
|
|
auto wal = §ionLines[wall_i];
|
|
section->lines[curwall++] = loop.walls[w] = wall_i;
|
|
wal->section = section->index;
|
|
}
|
|
else
|
|
{
|
|
wall_i = (int)wall.Size() + splitwalls.Find(-wall_i);
|
|
auto wal = §ionLines[wall_i];
|
|
section->lines[curwall++] = loop.walls[w] = wall_i;
|
|
wal->section = section->index;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Can only do this after completing everything else.
|
|
for (auto& line : sectionLines)
|
|
{
|
|
line.partnersection = line.partner == -1 ? -1 : sectionLines[line.partner].section;
|
|
}
|
|
sectionLines.ShrinkToFit();
|
|
sections.ShrinkToFit();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void hw_CreateSections()
|
|
{
|
|
bugged.Clear();
|
|
sectionArena.FreeAll();
|
|
sections.Clear();
|
|
sectionLines.Clear();
|
|
TArray<loopcollect> collect;
|
|
CollectLoops(collect);
|
|
|
|
TArray<sectionbuildsector> builders(sector.Size(), true);
|
|
GroupData(collect, builders);
|
|
SplitLoops(builders);
|
|
|
|
ConstructSections(builders);
|
|
CreateVertexMap();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Create a set of vertex loops from a given session
|
|
//
|
|
//==========================================================================
|
|
|
|
Outline BuildOutline(Section* section)
|
|
{
|
|
Outline output(section->loops.Size(), true);
|
|
for (unsigned i = 0; i < section->loops.Size(); i++)
|
|
{
|
|
output[i].Resize(section->loops[i].walls.Size());
|
|
for (unsigned j = 0; j < section->loops[i].walls.Size(); j++)
|
|
{
|
|
output[i][j] = sectionLines[section->loops[i].walls[j]].v1();
|
|
}
|
|
StripLoop(output[i]);
|
|
}
|
|
return output;
|
|
}
|
|
|
|
|
|
void hw_SetSplitSector(int sectnum, int start, int end)
|
|
{
|
|
splits.Push(sectnum);
|
|
splits.Push(start);
|
|
splits.Push(end);
|
|
}
|
|
|
|
void hw_ClearSplitSector()
|
|
{
|
|
splits.Clear();
|
|
}
|