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8dfbbc8220
The sky code still needs some work.
88 lines
No EOL
1.8 KiB
C++
88 lines
No EOL
1.8 KiB
C++
#pragma once
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#include "tarray.h"
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#include "vectors.h"
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#include "build.h"
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struct Section;
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struct SectorGeometryPlane
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{
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TArray<FVector3> vertices;
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TArray<FVector2> texcoords;
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FVector3 normal{};
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};
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enum GeomFlags
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{
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NoEarcut = 1,
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NoLibtess = 2,
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FloorDone = 4,
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CeilingDone = 8,
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};
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using SectionGeometryPlane = SectorGeometryPlane;
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struct sectortypelight
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{
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float ceilingxpan_;
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float ceilingypan_;
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float floorxpan_;
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float floorypan_;
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ESectorFlags ceilingstat;
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ESectorFlags floorstat;
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FTextureID ceilingtexture;
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FTextureID floortexture;
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int16_t ceilingheinum;
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int16_t floorheinum;
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void copy(sectortype* sec)
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{
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ceilingxpan_ = sec->ceilingxpan_;
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ceilingypan_ = sec->ceilingypan_;
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floorxpan_ = sec->floorxpan_;
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floorypan_ = sec->floorypan_;
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ceilingstat = sec->ceilingstat;
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floorstat = sec->floorstat;
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ceilingheinum = sec->ceilingheinum;
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floorheinum = sec->floorheinum;
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ceilingtexture = sec->ceilingtexture;
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floortexture = sec->floortexture;
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}
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};
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struct SectionGeometryData
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{
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SectorGeometryPlane planes[2];
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TArray<FVector2> meshVertices; // flat vertices. Stored separately so that plane changes won't require completely new triangulation.
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TArray<int> meshIndices;
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sectortypelight compare[2] = {};
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DVector2 poscompare[2] = {};
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DVector2 poscompare2[2] = {};
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FVector3 normal[2];
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};
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class SectionGeometry
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{
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TArray<SectionGeometryData> data;
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bool ValidateSection(Section* section, int plane);
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void MarkDirty(sectortype* sector);
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bool CreateMesh(Section* section);
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void CreatePlaneMesh(Section* section, int plane, const FVector2& offset);
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public:
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SectionGeometryPlane* get(Section* section, int plane, const FVector2& offset, TArray<int>** pIndices);
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void SetSize(unsigned sectcount)
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{
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data.Clear(); // delete old content
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data.Resize(sectcount);
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}
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};
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extern SectionGeometry sectionGeometry;
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