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- Don't spend time trying to minimize the number of splitters we consider for mini-BSPs. For
typical polyobjects, this costs more time than it saves. SVN r2476 (polyobjects)
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3 changed files with 23 additions and 1 deletions
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@ -94,7 +94,7 @@ void FNodeBuilder::BuildMini(bool makeGLNodes, bool enableSSE2)
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{
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GLNodes = makeGLNodes;
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EnableSSE2 = enableSSE2;
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GroupSegPlanes();
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GroupSegPlanesSimple();
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BuildTree();
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}
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@ -230,6 +230,7 @@ private:
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void MakeSegsFromSides ();
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int CreateSeg (int linenum, int sidenum);
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void GroupSegPlanes ();
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void GroupSegPlanesSimple ();
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void FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors);
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bool GetPolyExtents (int polynum, fixed_t bbox[4]);
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int MarkLoop (DWORD firstseg, int loopnum);
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@ -350,6 +350,27 @@ void FNodeBuilder::GroupSegPlanes ()
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PlaneChecked.Reserve ((planenum + 7) / 8);
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}
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// Just create one plane per seg. Should be good enough for mini BSPs.
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void FNodeBuilder::GroupSegPlanesSimple()
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{
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Planes.Resize(Segs.Size());
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for (int i = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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FSimpleLine *pline = &Planes[i];
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seg->next = i+1;
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seg->hashnext = NULL;
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seg->planenum = i;
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seg->planefront = true;
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pline->x = Vertices[seg->v1].x;
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pline->y = Vertices[seg->v1].y;
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pline->dx = Vertices[seg->v2].x - Vertices[seg->v1].x;
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pline->dy = Vertices[seg->v2].y - Vertices[seg->v1].y;
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}
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Segs.Last().next = DWORD_MAX;
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PlaneChecked.Reserve((Segs.Size() + 7) / 8);
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}
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// Find "loops" of segs surrounding polyobject's origin. Note that a polyobject's origin
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// is not solely defined by the polyobject's anchor, but also by the polyobject itself.
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// For the split avoidance to work properly, you must have a convex, complete loop of
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