- made the MapSectionGenerator a class to remove a global array.

This commit is contained in:
Christoph Oelckers 2018-04-02 08:25:07 +02:00
parent 4357f0dc40
commit 202d209eb8

View file

@ -51,156 +51,169 @@
//==========================================================================
//
//
// Map section generation
// Map sections are physically separated parts of the map.
// If the player is in section A, any map part in other sections can
// often be quickly discarded to improve performance.
//
//==========================================================================
static TArray<subsector_t *> MapSectionCollector;
static void DoSetMapSection(subsector_t *sub, int num)
struct MapSectionGenerator
{
MapSectionCollector.Resize(1);
MapSectionCollector[0] = sub;
sub->mapsection = num;
for (unsigned a = 0; a < MapSectionCollector.Size(); a++)
struct cvertex_t
{
sub = MapSectionCollector[a];
for (uint32_t i = 0; i < sub->numlines; i++)
double X, Y;
operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
};
typedef TMap<cvertex_t, int> FSectionVertexMap;
TArray<subsector_t *> MapSectionCollector;
//==========================================================================
//
//
//
//==========================================================================
void DoSetMapSection(subsector_t *sub, int num)
{
MapSectionCollector.Resize(1);
MapSectionCollector[0] = sub;
sub->mapsection = num;
for (unsigned a = 0; a < MapSectionCollector.Size(); a++)
{
seg_t * seg = sub->firstline + i;
if (seg->PartnerSeg)
sub = MapSectionCollector[a];
for (uint32_t i = 0; i < sub->numlines; i++)
{
subsector_t * sub2 = seg->PartnerSeg->Subsector;
seg_t * seg = sub->firstline + i;
if (sub2->mapsection != num)
if (seg->PartnerSeg)
{
assert(sub2->mapsection == 0);
sub2->mapsection = num;
MapSectionCollector.Push(sub2);
subsector_t * sub2 = seg->PartnerSeg->Subsector;
if (sub2->mapsection != num)
{
assert(sub2->mapsection == 0);
sub2->mapsection = num;
MapSectionCollector.Push(sub2);
}
}
}
}
MapSectionCollector.Clear();
}
MapSectionCollector.Clear();
}
//==========================================================================
//
// Merge sections. This is needed in case the map contains errors
// like overlapping lines resulting in abnormal subsectors.
//
// This function ensures that any vertex position can only be in one section.
//
//==========================================================================
//==========================================================================
//
// Merge sections. This is needed in case the map contains errors
// like overlapping lines resulting in abnormal subsectors.
//
// This function ensures that any vertex position can only be in one section.
//
//==========================================================================
struct cvertex_t
{
double X, Y;
operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
};
typedef TMap<cvertex_t, int> FSectionVertexMap;
static int MergeMapSections(int num)
{
FSectionVertexMap vmap;
FSectionVertexMap::Pair *pair;
TArray<int> sectmap;
TArray<bool> sectvalid;
sectmap.Resize(num);
sectvalid.Resize(num);
for (int i = 0; i < num; i++)
int MergeMapSections(int num)
{
sectmap[i] = -1;
sectvalid[i] = true;
}
int mergecount = 1;
cvertex_t vt;
// first step: Set mapsection for all vertex positions.
for (auto &seg : level.segs)
{
int section = seg.Subsector->mapsection;
for (int j = 0; j < 2; j++)
FSectionVertexMap vmap;
FSectionVertexMap::Pair *pair;
TArray<int> sectmap;
TArray<bool> sectvalid;
sectmap.Resize(num);
sectvalid.Resize(num);
for (int i = 0; i < num; i++)
{
vt = j == 0 ? seg.v1 : seg.v2;
vmap[vt] = section;
sectmap[i] = -1;
sectvalid[i] = true;
}
}
int mergecount = 1;
// second step: Check if any seg references more than one mapsection, either by subsector or by vertex
for (auto &seg : level.segs)
{
int section = seg.Subsector->mapsection;
for (int j = 0; j < 2; j++)
cvertex_t vt;
// first step: Set mapsection for all vertex positions.
for (auto &seg : level.segs)
{
vt = j == 0 ? seg.v1 : seg.v2;
int vsection = vmap[vt];
if (vsection != section)
int section = seg.Subsector->mapsection;
for (int j = 0; j < 2; j++)
{
// These 2 sections should be merged
for (auto &sub : level.subsectors)
{
if (sub.mapsection == vsection) sub.mapsection = section;
}
FSectionVertexMap::Iterator it(vmap);
while (it.NextPair(pair))
{
if (pair->Value == vsection) pair->Value = section;
}
sectvalid[vsection - 1] = false;
vt = j == 0 ? seg.v1 : seg.v2;
vmap[vt] = section;
}
}
}
for (int i = 0; i < num; i++)
{
if (sectvalid[i]) sectmap[i] = mergecount++;
}
for (auto &sub : level.subsectors)
{
sub.mapsection = sectmap[sub.mapsection - 1];
assert(sub.mapsection != -1);
}
return mergecount - 1;
}
//==========================================================================
//
//
//
//==========================================================================
// second step: Check if any seg references more than one mapsection, either by subsector or by vertex
for (auto &seg : level.segs)
{
int section = seg.Subsector->mapsection;
for (int j = 0; j < 2; j++)
{
vt = j == 0 ? seg.v1 : seg.v2;
int vsection = vmap[vt];
static void SetMapSections()
{
bool set;
int num = 0;
do
{
set = false;
if (vsection != section)
{
// These 2 sections should be merged
for (auto &sub : level.subsectors)
{
if (sub.mapsection == vsection) sub.mapsection = section;
}
FSectionVertexMap::Iterator it(vmap);
while (it.NextPair(pair))
{
if (pair->Value == vsection) pair->Value = section;
}
sectvalid[vsection - 1] = false;
}
}
}
for (int i = 0; i < num; i++)
{
if (sectvalid[i]) sectmap[i] = mergecount++;
}
for (auto &sub : level.subsectors)
{
if (sub.mapsection == 0)
sub.mapsection = sectmap[sub.mapsection - 1];
assert(sub.mapsection != -1);
}
return mergecount - 1;
}
//==========================================================================
//
//
//
//==========================================================================
void SetMapSections()
{
bool set;
int num = 0;
do
{
set = false;
for (auto &sub : level.subsectors)
{
num++;
DoSetMapSection(&sub, num);
set = true;
break;
if (sub.mapsection == 0)
{
num++;
DoSetMapSection(&sub, num);
set = true;
break;
}
}
}
while (set);
num = MergeMapSections(num);
currentmapsection.Resize(1 + num/8);
#ifdef DEBUG
Printf("%d map sections found\n", num);
#endif
}
while (set);
num = MergeMapSections(num);
currentmapsection.Resize(1 + num/8);
#ifdef DEBUG
Printf("%d map sections found\n", num);
#endif
}
};
//==========================================================================
//
@ -283,7 +296,8 @@ static void PrepareSectorData()
}
}
}
SetMapSections();
MapSectionGenerator msg;
msg.SetMapSections();
}
//==========================================================================