- changed calculation of soundorg for triangular sectors. In many cases the center of the bounding box won't be inside the sector but on one of the outer lines so something different is needed

SVN r3517 (trunk)
This commit is contained in:
Christoph Oelckers 2012-04-04 17:33:43 +00:00
parent 8dbfd21d91
commit 14730a89be
1 changed files with 29 additions and 0 deletions

View File

@ -3114,6 +3114,35 @@ static void P_GroupLines (bool buildmap)
// set the soundorg to the middle of the bounding box
sector->soundorg[0] = bbox.Right()/2 + bbox.Left()/2;
sector->soundorg[1] = bbox.Top()/2 + bbox.Bottom()/2;
// For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical
if (sector->linecount == 3)
{
vertex_t *Triangle[2];
Triangle[0] = sector->lines[0]->v1;
Triangle[1] = sector->lines[0]->v2;
if (sector->linecount > 1)
{
fixed_t dx = Triangle[1]->x - Triangle[0]->x;
fixed_t dy = Triangle[1]->y - Triangle[0]->y;
// Find another point in the sector that does not lie
// on the same line as the first two points.
for (j = 0; j < 2; ++j)
{
vertex_t *v;
v = (j == 1) ? sector->lines[1]->v1 : sector->lines[1]->v2;
if (DMulScale32 (v->y - Triangle[0]->y, dx,
Triangle[0]->x - v->x, dy) != 0)
{
sector->soundorg[0] = Triangle[0]->x / 3 + Triangle[1]->x / 3 + v->x / 3;
sector->soundorg[1] = Triangle[0]->y / 3 + Triangle[1]->y / 3 + v->y / 3;
break;
}
}
}
}
}
delete[] linesDoneInEachSector;
times[3].Unclock();