raze/source/core/rendering/hw_sections.h

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#pragma once
#include "build.h"
struct SectionLine
{
int section;
int partnersection;
int startpoint;
int endpoint;
int wall;
int partner;
int point2index;
vec2_t v1() const { return ::wall[startpoint].pos; }
vec2_t v2() const { return ::wall[endpoint].pos; }
walltype* wallp() const { return &::wall[wall]; }
SectionLine* partnerLine() const;
};
extern TArray<SectionLine> sectionLines;
inline SectionLine* SectionLine::partnerLine() const
{
return partner == -1 ? nullptr : &sectionLines[partner];
}
struct Section
{
int sector;
// this is the whole point of sections - instead of just having a start index and count, we have an explicit list of lines that's a lot easier to change when needed.
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TArray<int> lines;
};
extern TArray<Section> Sections;
extern TArray<TArray<int>> sectionspersector; // reverse map, mainly for the automap
void hw_BuildSections();
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void hw_SetSplitSector(int sector, int startpos, int endpos);
void hw_ClearSplitSector();