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/*
* * hw_sections . cpp
* * For decoupling the renderer from internal Build structures
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2021 Christoph Oelckers
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
* * The sole reason for existence of this file is that Build ' s sector setup
* * does not allow for easy splitting of sectors , either for having disjoint parts
* * or requiring partial rendering . So we need to add a superstructure
* * where we can shuffle around the map content without disturbing the original
* * order . . .
* *
*/
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# include "build.h"
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# include "hw_sections.h"
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# include "memarena.h"
# include "c_cvars.h"
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void CreateVertexMap ( ) ;
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FMemArena sectionArena ( 102400 ) ;
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TMap < int , bool > bugged ;
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TArray < SectionLine > sectionLines ;
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TArray < Section > sections ;
TArrayView < TArrayView < Section * > > sectionsPerSector ;
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TArray < int > splits ;
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struct loopcollect
{
TArray < TArray < int > > loops ;
int bugged = 0 ;
} ;
struct sectionbuild
{
int bugged = 0 ;
int wallcount = 0 ;
TArray < TArray < int > > loops ;
} ;
struct sectionbuildsector
{
int sectnum ;
TArray < sectionbuild > sections ;
} ;
static bool cmpLess ( int a , int b )
{
return a < b ;
}
static bool cmpGreater ( int a , int b )
{
return a > b ;
}
static int sgn ( int v )
{
return ( v > 0 ) - ( v < 0 ) ;
}
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static int dist ( const vec2_t & a , const vec2_t & b )
{
// We only need to know if it's 1 or higher, so this is enough.
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return abs ( a . X - b . X ) + abs ( a . Y - b . Y ) ;
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}
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using cmp = bool ( * ) ( int , int ) ;
//==========================================================================
//
// This will also be needed by the triangulator because it faces the same problems with eliminating linedef overlaps.
//
//==========================================================================
void StripLoop ( TArray < vec2_t > & points )
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{
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for ( int p = 0 ; p < ( int ) points . Size ( ) ; p + + )
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{
unsigned prev = p = = 0 ? points . Size ( ) - 1 : p - 1 ;
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unsigned next = unsigned ( p ) = = points . Size ( ) - 1 ? 0 : p + 1 ;
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if ( points [ next ] = = points [ prev ] ) // if the two neighboring points are equal, this one dos not contribute to the sector's area.
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{
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if ( next = = 0 )
{
points . Delete ( 0 ) ;
points . Pop ( ) ;
}
else
{
points . Delete ( p , 2 ) ;
p - - ;
}
if ( p > 0 ) p - - ; // backtrack one point more to ensure we can check the newly formed connection as well.
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}
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else if ( ( points [ prev ] . X = = points [ p ] . X & & points [ next ] . X = = points [ p ] . X & & sgn ( points [ next ] . Y - points [ p ] . Y ) = = sgn ( points [ prev ] . Y - points [ p ] . Y ) ) | |
( points [ prev ] . Y = = points [ p ] . Y & & points [ next ] . Y = = points [ p ] . Y & & sgn ( points [ next ] . X - points [ p ] . X ) = = sgn ( points [ prev ] . X - points [ p ] . X ) ) | |
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dist ( points [ prev ] , points [ next ] ) < = 1 ) // if the two points are extremely close together, we may also ignore the intermediate point.
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{
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// both connections exit the point into the same direction. Here it is sufficient to just delete it so that the neighboring ones connect directly.
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points . Delete ( p ) ;
p - - ;
if ( p > 0 ) p - - ; // backtrack one point more to ensure we can check the newly formed connection as well.
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}
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// Todo: check the non-orthogonal case of the above, too. Duke E2L7's sector 130 is such a case.
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}
}
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//==========================================================================
//
//
//
//==========================================================================
int GetWindingOrder ( TArray < vec2_t > & poly , cmp comp1 = cmpLess , cmp comp2 = cmpGreater )
{
int n = poly . Size ( ) ;
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int minx = poly [ 0 ] . X ;
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int miny = poly [ 0 ] . Y ;
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int m = 0 ;
for ( int i = 0 ; i < n ; i + + )
{
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if ( ( comp1 ( poly [ i ] . Y , miny ) ) | | ( ( poly [ i ] . Y = = miny ) & & ( comp2 ( poly [ i ] . X , minx ) ) ) )
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{
m = i ;
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minx = poly [ m ] . X ;
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miny = poly [ m ] . Y ;
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}
}
int64_t a [ 2 ] , b [ 2 ] , c [ 2 ] ;
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int m1 = ( m + n - 1 ) % n ;
int m2 = ( m + 1 ) % n ;
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a [ 0 ] = poly [ m1 ] . X ;
b [ 0 ] = poly [ m ] . X ;
c [ 0 ] = poly [ m2 ] . X ;
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a [ 1 ] = poly [ m1 ] . Y ;
b [ 1 ] = poly [ m ] . Y ;
c [ 1 ] = poly [ m2 ] . Y ;
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auto area =
a [ 0 ] * b [ 1 ] - a [ 1 ] * b [ 0 ] +
a [ 1 ] * c [ 0 ] - a [ 0 ] * c [ 1 ] +
b [ 0 ] * c [ 1 ] - c [ 0 ] * b [ 1 ] ;
return ( area > 0 ) - ( area < 0 ) ;
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}
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int GetWindingOrder ( TArray < int > & poly )
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{
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// This is more complicated than it should be due to how doors are designed in Build.
// Overlapping and backtracking lines are quite common and need to be removed from the data before determining the winding order.
TArray < vec2_t > points ( poly . Size ( ) , true ) ;
int i = 0 ;
for ( auto & index : poly )
{
points [ i + + ] = wall [ index ] . pos ;
}
StripLoop ( points ) ;
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if ( points . Size ( ) = = 0 ) return 1 ; // Sector has no dimension. We must accept this as valid here.
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int order = GetWindingOrder ( points ) ;
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if ( order = = 0 )
{
// this may be a diagonal overlap, so try one other corner, too.
order = GetWindingOrder ( points , cmpGreater , cmpLess ) ;
}
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// if (order == 0) do a pedantic check - this is hopefully not needed ever.
return order ;
}
//==========================================================================
//
//
//
//==========================================================================
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static void CollectLoops ( TArray < loopcollect > & sectors )
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{
BitArray visited ;
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visited . Resize ( wall . Size ( ) ) ;
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visited . Zero ( ) ;
TArray < int > thisloop ;
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int count = 0 ;
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for ( unsigned i = 0 ; i < sector . Size ( ) ; i + + )
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{
int first = sector [ i ] . wallptr ;
int last = first + sector [ i ] . wallnum ;
sectors . Reserve ( 1 ) ;
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sectors . Last ( ) . bugged = 0 ;
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for ( int w = first ; w < last ; w + + )
{
if ( visited [ w ] ) continue ;
thisloop . Clear ( ) ;
thisloop . Push ( w ) ;
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visited . Set ( w ) ;
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for ( int ww = wall [ w ] . point2 ; ww ! = w ; ww = wall [ ww ] . point2 )
{
if ( ww < first | | ww > = last )
{
Printf ( " Found wall %d outside sector %d in a loop \n " , ww , i ) ;
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sectors . Last ( ) . bugged = ESEctionFlag : : Unclosed ;
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bugged . Insert ( i , true ) ;
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break ;
}
if ( visited [ ww ] )
{
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// quick check for the only known cause of this in proper maps:
// RRRA E1L3 and SW $yamato have a wall duplicate where the duplicate's index is the original's + 1. These can just be deleted here and be ignored.
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if ( ww > 1 & & wall [ ww - 1 ] . pos . X = = wall [ ww - 2 ] . pos . X & & wall [ ww - 1 ] . pos . Y = = wall [ ww - 2 ] . pos . Y & & wall [ ww - 1 ] . point2 = = wall [ ww - 2 ] . point2 & & wall [ ww - 1 ] . point2 = = ww )
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{
thisloop . Clear ( ) ;
break ;
}
Printf ( " found already visited wall %d \n Linked by: " , ww ) ;
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bugged . Insert ( i , true ) ;
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for ( unsigned walnum = 0 ; walnum < wall . Size ( ) ; walnum + + )
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{
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if ( wall [ walnum ] . point2 = = ww )
Printf ( " %d, " , walnum ) ;
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}
Printf ( " \n " ) ;
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sectors . Last ( ) . bugged = ESEctionFlag : : Unclosed ;
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break ;
}
thisloop . Push ( ww ) ;
visited . Set ( ww ) ;
}
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if ( thisloop . Size ( ) > 0 )
{
count + + ;
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int o = GetWindingOrder ( thisloop ) ;
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if ( o = = 0 )
{
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//Printf("Unable to determine winding order of loop in sector %d!\n", i);
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bugged . Insert ( i , true ) ;
}
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thisloop . Push ( o ) ;
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sectors . Last ( ) . loops . Push ( std : : move ( thisloop ) ) ;
}
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}
}
}
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//==========================================================================
//
// checks if a point is within a given section
//
// Completely redone based on outside information.
// The math in here is based on this article: https://wrf.ecse.rpi.edu/Research/Short_Notes/pnpoly.html
// Copyright (c) 1970-2003, Wm. Randolph Franklin , licensed under BSD 3-clause
// but was transformed to avoid the division it contained and to properly pick the vertices of Build walls.
//
// (not used in-game because it is not 100% identical to Build's original check and causing issues in SW.)
//
//==========================================================================
static int insideLoop ( int vertex , TArray < int > & loop )
{
auto pt = wall [ vertex ] . pos ;
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for ( int i = 0 ; i < 2 ; i + + )
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{
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// to reliably detect walls where vertices lie directly on outer walls, we must test the wall's center as well.
// SW: Wanton Destrcution's $bath.map, sector 601 is an example for that.
if ( i = = 1 ) pt + = wall [ vertex ] . delta ( ) / 2 ;
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bool c = false ;
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for ( unsigned ii = 0 ; ii < loop . Size ( ) - 1 ; ii + + )
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{
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auto & wal = wall [ loop [ ii ] ] ;
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auto & pt1 = wal . pos ;
auto & pt2 = wal . point2Wall ( ) - > pos ;
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if ( ( pt1 . Y > pt . Y ) ! = ( pt2 . Y > pt . Y ) ) // skip if both are on the same side.
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{
// use 64 bit values to avoid overflows in the multiplications below.
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int64_t deltatx = int64_t ( pt . X ) - pt1 . X ;
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int64_t deltaty = int64_t ( pt . Y ) - pt1 . Y ;
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int64_t deltax = int64_t ( pt2 . X ) - pt1 . X ;
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int64_t deltay = int64_t ( pt2 . Y ) - pt1 . Y ;
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//if (x < deltax * (deltaty) / deltay + pt1.x)
// reformatted to avoid the division - for nagative deltay the sign needs to be flipped to give the correct result.
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int64_t result = ( ( deltay * deltatx - deltax * deltaty ) ^ deltay ) ;
if ( result < 0 )
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c = ! c ;
}
}
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if ( i = = 1 | | c = = 1 ) return int ( c ) ;
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}
return - 1 ;
}
static int insideLoop ( TArray < int > & check , TArray < int > & loop )
{
for ( unsigned v = 0 ; v < check . Size ( ) - 1 ; v + + )
{
if ( insideLoop ( check [ v ] , loop ) = = 1 )
{
return true ;
}
}
return false ;
}
//==========================================================================
//
//
//
//==========================================================================
static void GroupData ( TArray < loopcollect > & collect , TArray < sectionbuildsector > & builders )
{
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for ( unsigned i = 0 ; i < sector . Size ( ) ; i + + )
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{
auto & builder = builders [ i ] ;
builder . sectnum = i ;
auto & sectloops = collect [ i ] . loops ;
// Handle the two easy cases explicitly so that they can be done without running into more complex checks
if ( sectloops . Size ( ) = = 1 )
{
// we got one loop - do this quickly without any checks.
auto & loop = sectloops [ 0 ] ;
builder . sections . Reserve ( 1 ) ;
int last = loop . Last ( ) ;
builder . sections . Last ( ) . wallcount = loop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( loop ) ) ;
builder . sections . Last ( ) . bugged = collect [ i ] . bugged ;
if ( last ! = 1 )
{
builder . sections . Last ( ) . bugged = ESEctionFlag : : BadWinding ; // Todo: Use flags for bugginess.
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//Printf("Sector %d has wrong winding order\n", i);
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bugged . Insert ( i , true ) ;
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}
continue ;
}
if ( ! collect [ i ] . bugged ) // only try to build a proper set of sections if the sector is not malformed. Otherwise just make a single one of everything.
{
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unsigned wind1count = 0 ;
unsigned windnegcount = 0 ;
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int posplace = - 1 ;
for ( unsigned l = 0 ; l < sectloops . Size ( ) ; l + + )
{
auto & loop = sectloops [ l ] ;
if ( loop . Last ( ) = = 1 )
{
wind1count + + ;
posplace = l ;
}
else if ( loop . Last ( ) = = - 1 ) windnegcount + + ;
}
// Check for one outer loop with multiple inner loops. This is also fairly common and quickly found.
if ( wind1count = = 1 & & windnegcount = = sectloops . Size ( ) - 1 )
{
if ( posplace > 0 ) sectloops [ 0 ] . Swap ( sectloops [ posplace ] ) ;
unsigned insidecount = 0 ;
for ( unsigned l = 1 ; l < sectloops . Size ( ) ; l + + )
{
if ( insideLoop ( sectloops [ l ] , sectloops [ 0 ] ) ) insidecount + + ;
}
if ( insidecount = = sectloops . Size ( ) - 1 )
{
builder . sections . Reserve ( 1 ) ;
builder . sections . Last ( ) . wallcount = 0 ;
builder . sections . Last ( ) . bugged = 0 ;
for ( auto & loop : sectloops )
{
builder . sections . Last ( ) . wallcount + = loop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( loop ) ) ;
}
continue ;
}
}
// Check for multiple outer loops with no inner loops. Less frequent, but still a regular occurence.
if ( wind1count = = sectloops . Size ( ) & & windnegcount = = 0 )
{
for ( auto & loop1 : sectloops ) for ( auto & loop2 : sectloops )
{
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if ( & loop1 ! = & loop2 & & insideLoop ( loop1 , loop2 ) )
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{
goto nope ; // just get out of here.
}
}
for ( auto & loop : sectloops )
{
builder . sections . Reserve ( 1 ) ;
builder . sections . Last ( ) . bugged = 0 ;
builder . sections . Last ( ) . wallcount = loop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( loop ) ) ;
}
continue ;
}
nope : ;
// Now try the case where we got multiple sections where some have holes.
// For that, first build a map to see which sectors lie inside others.
TArray < int > inside ( sectloops . Size ( ) , true ) ;
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TArray < TArray < int > > outside ( sectloops . Size ( ) , true ) ;
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for ( auto & in : inside ) in = - 1 ;
for ( unsigned a = 0 ; a < sectloops . Size ( ) ; a + + )
{
for ( unsigned b = 0 ; b < sectloops . Size ( ) ; b + + )
{
if ( b ! = a & & insideLoop ( sectloops [ a ] , sectloops [ b ] ) )
{
if ( inside [ a ] = = - 1 )
{
if ( sectloops [ a ] . Last ( ) ! = - 1 | | sectloops [ b ] . Last ( ) ! = 1 )
{
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//Printf("Bad winding order for loops in sector %d\n", i);
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bugged . Insert ( i , true ) ;
inside [ a ] = inside [ b ] = - 2 ; // invalidate both loops
}
else
{
inside [ a ] = b ;
outside [ b ] . Push ( a ) ;
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}
}
else
{
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//Printf("Nested loops found in sector %d, comparing loops starting at %d and %d\n", i, sectloops[a][0], sectloops[b][0]);
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bugged . Insert ( i , true ) ;
if ( inside [ a ] ! = - 2 )
{
inside [ inside [ a ] ] = - 2 ;
}
inside [ a ] = inside [ b ] = - 2 ;
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}
}
}
}
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// Now write out the proper sections we were able to find.
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for ( unsigned a = 0 ; a < sectloops . Size ( ) ; a + + )
{
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if ( inside [ a ] = = - 1 & & sectloops [ a ] . Size ( ) > 0 & & sectloops [ a ] . Last ( ) = = 1 )
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{
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auto & loop = sectloops [ a ] ;
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builder . sections . Reserve ( 1 ) ;
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builder . sections . Last ( ) . bugged = - 1 ; // debug only - remove once checked!!!
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builder . sections . Last ( ) . wallcount = loop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( loop ) ) ;
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for ( auto c : outside [ a ] )
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{
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if ( inside [ c ] = = a )
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{
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auto & iloop = sectloops [ c ] ;
builder . sections . Last ( ) . wallcount + = iloop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( iloop ) ) ;
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inside [ c ] = - 1 ;
}
}
}
}
}
// Whatever gets here is in a shape where any guesswork is futile. Just dump it into a single section and don't think about it any further.
bool tossit = false ;
for ( unsigned a = 0 ; a < sectloops . Size ( ) ; a + + )
{
if ( sectloops [ a ] . Size ( ) > 0 )
{
if ( ! tossit ) // Have we created our dumping section yet? If no, do so now and print a warning.
{
tossit = true ;
Printf ( " Potential problem at sector %d with %d loops \n " , i , sectloops . Size ( ) ) ;
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bugged . Insert ( i , true ) ;
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builder . sections . Reserve ( 1 ) ;
builder . sections . Last ( ) . bugged = ESEctionFlag : : Dumped ; // this will most likely require use of the node builder to triangulate anyway.
}
auto & loop = sectloops [ a ] ;
builder . sections . Last ( ) . wallcount + = loop . Size ( ) - 1 ;
builder . sections . Last ( ) . loops . Push ( std : : move ( loop ) ) ;
}
}
}
}
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//==========================================================================
//
// handle explicit sector splits while we still have simple index arrays.
// This operates on the generated sections
//
//==========================================================================
static void TrySplitLoop ( sectionbuildsector & builder , int firstwall , int lastwall )
{
for ( unsigned s = 0 ; s < builder . sections . Size ( ) ; s + + )
{
auto & section = builder . sections [ s ] ;
if ( section . loops . Size ( ) > 1 )
{
// Must have one loop to split a section. Should this ever be needed for sections with holes the loops need to be joined before running this.
Printf ( " Unable to split sector %d between walls %d and %d \n " , builder . sectnum , firstwall , lastwall ) ;
return ;
}
auto & loop = section . loops [ 0 ] ;
unsigned i1 = loop . Find ( firstwall ) ;
unsigned i2 = loop . Find ( lastwall ) ;
if ( i1 > = loop . Size ( ) | | i2 > = loop . Size ( ) ) continue ;
if ( i2 < i1 ) std : : swap ( i1 , i2 ) ;
TArray < int > newloop1 ;
TArray < int > newloop2 ;
auto it = loop . begin ( ) ;
auto end = loop . end ( ) - 1 ;
while ( it ! = end & & * it ! = firstwall ) newloop1 . Push ( * it + + ) ;
newloop1 . Push ( - firstwall ) ;
while ( it ! = end & & * it ! = lastwall ) newloop2 . Push ( * it + + ) ;
newloop2 . Push ( - lastwall ) ;
while ( it ! = end ) newloop1 . Push ( * it + + ) ;
section . wallcount = newloop1 . Size ( ) ;
newloop1 . Push ( loop . Last ( ) ) ;
section . loops [ 0 ] = std : : move ( newloop1 ) ;
builder . sections . Reserve ( 1 ) ;
auto & newsect = builder . sections . Last ( ) ;
newsect . bugged = false ;
newsect . wallcount = newloop2 . Size ( ) ;
newloop2 . Push ( loop . Last ( ) ) ;
newsect . loops . Resize ( 1 ) ;
newsect . loops [ 0 ] = std : : move ( newloop2 ) ;
break ;
}
}
static void SplitLoops ( TArray < sectionbuildsector > & builders )
{
for ( unsigned i = 0 ; i < splits . Size ( ) ; i + = 3 )
{
int sector = splits [ 0 ] ;
TrySplitLoop ( builders [ sector ] , splits [ i + 1 ] , splits [ i + 2 ] ) ;
}
}
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//==========================================================================
//
//
//
//==========================================================================
static void ConstructSections ( TArray < sectionbuildsector > & builders )
{
// count all sections and allocate the global buffers.
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TArray < int > splitwalls ;
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// Allocate all Section walls.
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sectionLines . Resize ( wall . Size ( ) + splits . Size ( ) * 2 / 3 ) ;
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for ( unsigned i = 0 ; i < splits . Size ( ) ; i + + )
{
if ( i % 3 ) splitwalls . Push ( splits [ i ] ) ;
}
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unsigned nextwall = wall . Size ( ) ;
for ( unsigned i = 0 ; i < wall . Size ( ) ; i + + )
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{
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sectionLines [ i ] . startpoint = i ;
sectionLines [ i ] . endpoint = wall [ i ] . point2 ;
sectionLines [ i ] . wall = i ;
sectionLines [ i ] . partner = wall [ i ] . nextwall ;
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}
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for ( unsigned i = wall . Size ( ) ; i < sectionLines . Size ( ) ; i + + )
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{
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unsigned pair = ( i - wall . Size ( ) ) ;
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sectionLines [ i ] . startpoint = splitwalls [ pair ] ;
sectionLines [ i ] . endpoint = splitwalls [ pair ^ 1 ] ;
sectionLines [ i ] . wall = - 1 ;
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sectionLines [ i ] . partner = wall . Size ( ) + ( pair ^ 1 ) ;
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}
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unsigned count = 0 ;
// allocate as much as possible from the arena here.
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size_t size = sizeof ( * sectionsPerSector . Data ( ) ) * sector . Size ( ) ;
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auto data = sectionArena . Calloc ( size ) ;
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sectionsPerSector . Set ( static_cast < decltype ( sectionsPerSector . Data ( ) ) > ( data ) , sector . Size ( ) ) ;
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for ( unsigned i = 0 ; i < sector . Size ( ) ; i + + )
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{
auto & builder = builders [ i ] ;
count + = builder . sections . Size ( ) ;
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size = sizeof ( Section * ) * builder . sections . Size ( ) ;
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data = sectionArena . Calloc ( size ) ;
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sectionsPerSector [ i ] . Set ( static_cast < Section * * > ( data ) , builder . sections . Size ( ) ) ; // although this may need reallocation, it is too small to warrant single allocations for each sector.
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}
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sections . Resize ( count ) ; // this we cannot put into the arena because its size may change.
memset ( sections . Data ( ) , 0 , count * sizeof ( * sections . Data ( ) ) ) ;
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// now fill in the data
int cursection = 0 ;
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for ( unsigned i = 0 ; i < sector . Size ( ) ; i + + )
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{
auto & builder = builders [ i ] ;
for ( unsigned j = 0 ; j < builder . sections . Size ( ) ; j + + )
{
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auto section = & sections [ cursection ] ;
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auto & srcsect = builder . sections [ j ] ;
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sectionsPerSector [ i ] [ j ] = section ;
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section - > sector = i ;
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section - > index = cursection + + ;
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int sectwalls = srcsect . wallcount ;
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auto walls = ( int * ) sectionArena . Calloc ( sectwalls * sizeof ( int ) ) ;
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section - > lines . Set ( walls , sectwalls ) ;
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unsigned srcloops = srcsect . loops . Size ( ) ;
auto loops = ( Section2Loop * ) sectionArena . Calloc ( srcloops * sizeof ( Section2Loop ) ) ;
section - > loops . Set ( loops , srcloops ) ;
int curwall = 0 ;
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for ( unsigned ii = 0 ; ii < srcloops ; ii + + )
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{
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auto & srcloop = srcsect . loops [ ii ] ;
auto & loop = section - > loops [ ii ] ;
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unsigned numsectionwalls = srcloop . Size ( ) - 1 ;
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auto wallarray = ( int * ) sectionArena . Calloc ( numsectionwalls * sizeof ( int ) ) ;
loop . walls . Set ( wallarray , numsectionwalls ) ;
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for ( unsigned w = 0 ; w < numsectionwalls ; w + + )
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{
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int wall_i = srcloop [ w ] ;
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if ( wall_i > = 0 )
{
auto wal = & sectionLines [ wall_i ] ;
section - > lines [ curwall + + ] = loop . walls [ w ] = wall_i ;
wal - > section = section - > index ;
}
else
{
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wall_i = ( int ) wall . Size ( ) + splitwalls . Find ( - wall_i ) ;
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auto wal = & sectionLines [ wall_i ] ;
section - > lines [ curwall + + ] = loop . walls [ w ] = wall_i ;
wal - > section = section - > index ;
}
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}
}
}
}
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// Can only do this after completing everything else.
for ( auto & line : sectionLines )
{
line . partnersection = line . partner = = - 1 ? - 1 : sectionLines [ line . partner ] . section ;
}
sectionLines . ShrinkToFit ( ) ;
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sections . ShrinkToFit ( ) ;
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}
//==========================================================================
//
//
//
//==========================================================================
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void hw_CreateSections ( )
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{
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bugged . Clear ( ) ;
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sectionArena . FreeAll ( ) ;
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sections . Clear ( ) ;
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sectionLines . Clear ( ) ;
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TArray < loopcollect > collect ;
CollectLoops ( collect ) ;
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TArray < sectionbuildsector > builders ( sector . Size ( ) , true ) ;
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GroupData ( collect , builders ) ;
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SplitLoops ( builders ) ;
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ConstructSections ( builders ) ;
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CreateVertexMap ( ) ;
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}
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//==========================================================================
//
// Create a set of vertex loops from a given session
//
//==========================================================================
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Outline BuildOutline ( Section * section )
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{
Outline output ( section - > loops . Size ( ) , true ) ;
for ( unsigned i = 0 ; i < section - > loops . Size ( ) ; i + + )
{
output [ i ] . Resize ( section - > loops [ i ] . walls . Size ( ) ) ;
for ( unsigned j = 0 ; j < section - > loops [ i ] . walls . Size ( ) ; j + + )
{
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output [ i ] [ j ] = sectionLines [ section - > loops [ i ] . walls [ j ] ] . v1 ( ) ;
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}
StripLoop ( output [ i ] ) ;
}
return output ;
}
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void hw_SetSplitSector ( int sectnum , int start , int end )
{
splits . Push ( sectnum ) ;
splits . Push ( start ) ;
splits . Push ( end ) ;
}
void hw_ClearSplitSector ( )
{
splits . Clear ( ) ;
}