From cebd87719130cf6c579ae47a7d5596f8d2f119e1 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 19 Jun 2016 11:48:20 +0200 Subject: [PATCH] - 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. --- src/p_setup.cpp | 48 +++++++++++++++--------------------------------- 1 file changed, 15 insertions(+), 33 deletions(-) diff --git a/src/p_setup.cpp b/src/p_setup.cpp index cec39b93a..8a69c2de2 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -3192,50 +3192,32 @@ static void P_GroupLines (bool buildmap) { if (linesDoneInEachSector[i] != sector->linecount) { - I_Error ("P_GroupLines: miscounted"); + I_Error("P_GroupLines: miscounted"); } - if (sector->linecount != 0) + if (sector->linecount > 3) { - bbox.ClearBox (); + bbox.ClearBox(); for (j = 0; j < sector->linecount; ++j) { li = sector->lines[j]; - bbox.AddToBox (li->v1->fPos()); - bbox.AddToBox (li->v2->fPos()); + bbox.AddToBox(li->v1->fPos()); + bbox.AddToBox(li->v2->fPos()); } + + // set the center to the middle of the bounding box + sector->centerspot.X = (bbox.Right() + bbox.Left()) / 2; + sector->centerspot.Y = (bbox.Top() + bbox.Bottom()) / 2; } - - // set the center to the middle of the bounding box - sector->centerspot.X = (bbox.Right() + bbox.Left()) / 2; - sector->centerspot.Y = (bbox.Top() + 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) + else if (sector->linecount > 0) { - vertex_t *Triangle[2]; - Triangle[0] = sector->lines[0]->v1; - Triangle[1] = sector->lines[0]->v2; - if (sector->linecount > 1) + // For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical + DVector2 pos = { 0,0 }; + for (int i = 0; i < sector->linecount; i++) { - double dx = Triangle[1]->fX() - Triangle[0]->fX(); - double dy = Triangle[1]->fY() - Triangle[0]->fY(); - // 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 ( (v->fY() - Triangle[0]->fY()) * dx + (Triangle[0]->fX() - v->fX() * dy) != 0) - { - sector->centerspot.X = (Triangle[0]->fX() / 3 + Triangle[1]->fX() / 3 + v->fX() / 3); - sector->centerspot.Y = (Triangle[0]->fY() / 3 + Triangle[1]->fY() / 3 + v->fY() / 3); - break; - } - } + pos += sector->lines[i]->v1->fPos() + sector->lines[i]->v2->fPos(); } + sector->centerspot = pos / (2 * sector->linecount); } - } delete[] linesDoneInEachSector; times[3].Unclock();