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- fixed the center point calculation for triangular sectors.
The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
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56508a2d82
commit
cebd877191
1 changed files with 15 additions and 33 deletions
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@ -3192,50 +3192,32 @@ static void P_GroupLines (bool buildmap)
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{
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if (linesDoneInEachSector[i] != sector->linecount)
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{
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I_Error ("P_GroupLines: miscounted");
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I_Error("P_GroupLines: miscounted");
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}
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if (sector->linecount != 0)
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if (sector->linecount > 3)
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{
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bbox.ClearBox ();
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bbox.ClearBox();
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for (j = 0; j < sector->linecount; ++j)
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{
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li = sector->lines[j];
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bbox.AddToBox (li->v1->fPos());
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bbox.AddToBox (li->v2->fPos());
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bbox.AddToBox(li->v1->fPos());
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bbox.AddToBox(li->v2->fPos());
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}
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// set the center to the middle of the bounding box
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sector->centerspot.X = (bbox.Right() + bbox.Left()) / 2;
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sector->centerspot.Y = (bbox.Top() + bbox.Bottom()) / 2;
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}
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// set the center to the middle of the bounding box
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sector->centerspot.X = (bbox.Right() + bbox.Left()) / 2;
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sector->centerspot.Y = (bbox.Top() + bbox.Bottom()) / 2;
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// For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical
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if (sector->linecount == 3)
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else if (sector->linecount > 0)
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{
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vertex_t *Triangle[2];
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Triangle[0] = sector->lines[0]->v1;
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Triangle[1] = sector->lines[0]->v2;
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if (sector->linecount > 1)
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// For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical
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DVector2 pos = { 0,0 };
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for (int i = 0; i < sector->linecount; i++)
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{
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double dx = Triangle[1]->fX() - Triangle[0]->fX();
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double dy = Triangle[1]->fY() - Triangle[0]->fY();
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// Find another point in the sector that does not lie
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// on the same line as the first two points.
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for (j = 0; j < 2; ++j)
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{
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vertex_t *v;
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v = (j == 1) ? sector->lines[1]->v1 : sector->lines[1]->v2;
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if ( (v->fY() - Triangle[0]->fY()) * dx + (Triangle[0]->fX() - v->fX() * dy) != 0)
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{
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sector->centerspot.X = (Triangle[0]->fX() / 3 + Triangle[1]->fX() / 3 + v->fX() / 3);
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sector->centerspot.Y = (Triangle[0]->fY() / 3 + Triangle[1]->fY() / 3 + v->fY() / 3);
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break;
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}
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}
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pos += sector->lines[i]->v1->fPos() + sector->lines[i]->v2->fPos();
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}
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sector->centerspot = pos / (2 * sector->linecount);
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}
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}
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delete[] linesDoneInEachSector;
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times[3].Unclock();
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