raze/source/core/rendering/hw_sections2.cpp

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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"
#include "hw_sections2.h"
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#include "memarena.h"
#include "c_cvars.h"
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CVAR(Bool, hw_sectiondebug, false, 0)
TMap<int, bool> bugged;
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static FMemArena sectionArena(102400);
TArray<Section2*> sections2;
TArrayView<TArrayView<Section2*>> sections2PerSector;
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);
}
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.
return abs(a.x - b.x) + abs(a.y - b.y);
}
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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;
unsigned next = p == points.Size() - 1 ? 0 : p + 1;
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)) ||
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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{
// 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();
int minx = poly[0].x;
int miny = poly[0].y;
int m = 0;
for (int i = 0; i < n; i++)
{
if ((comp1(poly[i].y, miny)) || ((poly[i].y == miny) && (comp2(poly[i].x, minx))))
{
m = i;
minx = poly[m].x;
miny = poly[m].y;
}
}
int64_t a[2], b[2], c[2];
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int m1 = (m + n - 1) % n;
int m2 = (m + 1) % n;
a[0] = poly[m1].x;
b[0] = poly[m].x;
c[0] = poly[m2].x;
a[1] = poly[m1].y;
b[1] = poly[m].y;
c[1] = poly[m2].y;
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;
visited.Resize(numwalls);
visited.Zero();
TArray<int> thisloop;
int count = 0;
for (int i = 0; i < numsectors; i++)
{
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);
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;
bugged.Insert(i, true);
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break;
}
if (visited[ww])
{
// 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.
if (ww > 1 && wall[ww-1].x == wall[ww-2].x && wall[ww-1].y == wall[ww-2].y && wall[ww-1].point2 == wall[ww-2].point2 && wall[ww - 1].point2 == ww)
{
thisloop.Clear();
break;
}
Printf("found already visited wall %d\nLinked by:", ww);
bugged.Insert(i, true);
for (int i = 0; i < numwalls; i++)
{
if (wall[i].point2 == ww)
Printf(" %d,", i);
}
Printf("\n");
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sectors.Last().bugged = ESEctionFlag::Unclosed;
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break;
}
thisloop.Push(ww);
visited.Set(ww);
}
if (thisloop.Size() > 0)
{
count++;
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int o = GetWindingOrder(thisloop);
if (o == 0)
{
Printf("Unable to determine winding order of loop in sector %d!\n", i);
bugged.Insert(i, true);
}
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thisloop.Push(o);
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;
for (int i = 0; i < 2; i++)
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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;
for (unsigned i = 0; i < loop.Size() - 1; i++)
{
auto& wal = wall[loop[i]];
auto& pt1 = wal.pos;
auto& pt2 = wal.point2Wall()->pos;
if ((pt1.y >pt.y) != (pt2.y > pt.y)) // skip if both are on the same side.
{
// use 64 bit values to avoid overflows in the multiplications below.
int64_t deltatx = int64_t(pt.x) - pt1.x;
int64_t deltaty = int64_t(pt.y) - pt1.y;
int64_t deltax = int64_t(pt2.x) - pt1.x;
int64_t deltay = int64_t(pt2.y) - pt1.y;
//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.
int64_t result = ((deltay * deltatx - deltax * deltaty) ^ deltay);
if (result < 0)
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c = !c;
}
}
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)
{
for (int i = 0; i < numsectors; i++)
{
if (i == 250)
{
int a = 0;
}
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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.
Printf("Sector %d has wrong winding order\n", i);
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.
{
int wind1count = 0;
int windnegcount = 0;
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)
{
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);
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)
{
Printf("Bad winding order for loops in sector %d\n", i);
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]);
bugged.Insert(i, true);
if (inside[a] != -2)
{
inside[inside[a]] = -2;
}
inside[a] = inside[b] = -2;
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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++)
{
if (inside[a] == -1 && sectloops[a].Size() > 0 && sectloops[a].Last() == 1)
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{
auto& loop = sectloops[a];
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builder.sections.Reserve(1);
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));
for (auto c: outside[a])
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{
if (inside[c] == a)
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{
auto& loop = sectloops[c];
builder.sections.Last().wallcount += loop.Size() - 1;
builder.sections.Last().loops.Push(std::move(loop));
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());
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));
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static void ConstructSections(TArray<sectionbuildsector>& builders)
{
// count all sections and allocate the global buffers.
// Allocate all Section walls.
TArray<Section2Wall*> wallmap(numwalls, true);
for (int i = 0; i < numwalls; i++)
{
wallmap[i] = (Section2Wall*)sectionArena.Calloc(sizeof(Section2Wall));
}
for (int i = 0; i < numwalls; i++)
{
wallmap[i]->v1 = &wall[i].pos;
wallmap[i]->v2 = &wall[i].point2Wall()->pos;
wallmap[i]->wall = &wall[i];
wallmap[i]->backside = validWallIndex(wall[i].nextwall)? wallmap[wall[i].nextwall] : nullptr;
}
unsigned count = 0;
// allocate as much as possible from the arena here.
size_t size = sizeof(*sections2PerSector.Data()) * numsectors;
auto data = sectionArena.Calloc(size);
sections2PerSector.Set(static_cast<decltype(sections2PerSector.Data())>(data), numsectors);
for (int i = 0; i < numsectors; i++)
{
auto& builder = builders[i];
count += builder.sections.Size();
size = sizeof(Section2*) * builder.sections.Size();
data = sectionArena.Calloc(size);
sections2PerSector[i].Set(static_cast<Section2** >(data), builder.sections.Size()); // although this may need reallocation, it is too small to warrant single allocations for each sector.
}
sections2.Resize(count); // this we cannot put into the arena because its size may change.
memset(sections2.Data(), 0, count * sizeof(*sections2.Data()));
// now fill in the data
int cursection = 0;
for (int i = 0; i < numsectors; i++)
{
auto& builder = builders[i];
for (unsigned j = 0; j < builder.sections.Size(); j++)
{
auto section = (Section2*)sectionArena.Calloc(sizeof(Section2));
auto& srcsect = builder.sections[j];
sections2[cursection] = section;
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sections2PerSector[i][j] = section;
section->sector = &sector[i];
section->index = cursection++;
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int sectwalls = srcsect.wallcount;
auto walls = (Section2Wall**)sectionArena.Calloc(sectwalls * sizeof(Section2Wall*));
section->walls.Set(walls, sectwalls);
unsigned srcloops = srcsect.loops.Size();
auto loops = (Section2Loop*)sectionArena.Calloc(srcloops * sizeof(Section2Loop));
section->loops.Set(loops, srcloops);
int curwall = 0;
for (unsigned i = 0; i < srcloops; i++)
{
auto& srcloop = srcsect.loops[i];
auto& loop = section->loops[i];
unsigned numwalls = srcloop.Size() - 1;
auto walls = (Section2Wall**)sectionArena.Calloc(numwalls * sizeof(Section2Wall*));
loop.walls.Set(walls, numwalls);
for (unsigned w = 0; w < numwalls; w++)
{
auto wal = wallmap[srcloop[w]];
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section->walls[curwall++] = loop.walls[w] = wal;
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wal->frontsection = section;
// backsection will be filled in when everything is done.
}
}
}
}
for (auto& wal : wallmap)
if (wal->backside) wal->backsection = wal->backside->frontsection;
}
//==========================================================================
//
//
//
//==========================================================================
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void hw_CreateSections2()
{
bugged.Clear();
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sectionArena.FreeAll();
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sections2.Reset();
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TArray<loopcollect> collect;
CollectLoops(collect);
TArray<sectionbuildsector> builders(numsectors, true);
GroupData(collect, builders);
ConstructSections(builders);
if (hw_sectiondebug)
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{
for (int i = 0; i < numsectors; i++)
{
//if (sections2PerSector[i][0]->flags == 0 && !bugged.CheckKey(i)) continue;
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Printf(PRINT_LOG, "Sector %d, %d walls, %d sections\n", i, sector[i].wallnum, sections2PerSector[i].Size());
for (auto& section : sections2PerSector[i])
{
Printf(PRINT_LOG, "\tSection %d, %d loops, flags = %d\n", section->index, section->loops.Size(), section->flags);
for (auto& loop : section->loops)
{
Printf(PRINT_LOG, "\t\tLoop, %d walls\n", loop.walls.Size());
for (auto& wall : loop.walls)
{
Printf(PRINT_LOG, "\t\t\tWall %d, (%d, %d) -> (%d, %d)", ::wall.IndexOf(wall->wall), wall->v1->x / 16, wall->v1->y / -16, wall->v2->x / 16, wall->v2->y / -16);
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if (wall->wall->nextwall == -1) Printf(PRINT_LOG, "one-sided\n");
else
{
Printf(PRINT_LOG, " next wall = %d, next sector = %d", wall->wall->nextwall, wall->wall->nextsector);
if (wall->wall->nextWall()->nextWall() != wall->wall) Printf(PRINT_LOG, " unreachable");
Printf(PRINT_LOG, "\n");
}
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}
}
}
}
}
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}
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//==========================================================================
//
// Create a set of vertex loops from a given session
//
//==========================================================================
Outline BuildOutline(Section2* section)
{
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++)
{
output[i][j] = *section->loops[i].walls[j]->v1;
}
StripLoop(output[i]);
}
return output;
}
2021-12-09 21:22:49 +00:00
#include "c_dispatch.h"
#include "engineerrors.h"
CCMD(sectiontest)
{
TMap<FString, bool> processed;
for (int i = 0; i < fileSystem.GetNumEntries(); i++)
{
FString f = FString(fileSystem.GetFileFullName(i)).MakeUpper();
if (f.IndexOf(".MAP") == f.Len() - 4)
{
if (processed.CheckKey(f)) continue;
processed.Insert(f, true);
Printf(PRINT_LOG, "Checking %s\n--------------------------\n", f.GetChars());
try
{
loadMapBackup(f);
}
catch (const CRecoverableError& error)
{
Printf(PRINT_LOG, "Unable to load map: %s\n", error.what());
}
Printf(PRINT_LOG, "\n\n");
I_DebugPrint(f);
I_DebugPrint("\n");
}
}
}