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585 lines
17 KiB
C++
585 lines
17 KiB
C++
/*
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** sectorgeometry.cpp
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**
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** caches the triangle meshes used for rendering sector planes.
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "sectorgeometry.h"
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#include "build.h"
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#include "gamefuncs.h"
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#include "texturemanager.h"
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#include "earcut.hpp"
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#include "hw_sections.h"
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#include "nodebuilder/nodebuild.h"
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SectorGeometry sectorGeometry;
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//==========================================================================
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//
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// CalcPlane fixme - this should be stored in the sector, not be recalculated each frame.
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//
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//==========================================================================
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static FVector3 CalcNormal(sectortype* sector, int plane)
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{
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FVector3 pt[3];
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auto wal = &wall[sector->wallptr];
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auto wal2 = wal->point2Wall();
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pt[0] = { (float)WallStartX(wal), (float)WallStartY(wal), 0 };
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pt[1] = { (float)WallEndX(wal), (float)WallEndY(wal), 0 };
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PlanesAtPoint(sector, wal->x, wal->y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Z);
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PlanesAtPoint(sector, wal2->x, wal2->y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Z);
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if (pt[0].X == pt[1].X)
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{
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if (pt[0].Y == pt[1].Y) return { 0.f, 0.f, plane ? -1.f : 1.f };
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pt[2].X = pt[0].X + 4;
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pt[2].Y = pt[0].Y;
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}
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else
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{
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pt[2].X = pt[0].X;
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pt[2].Y = pt[0].Y + 4;
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}
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PlanesAtPoint(sector, pt[2].X * 16, pt[2].Y * 16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Z);
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auto normal = (pt[2] - pt[0]) ^ (pt[1] - pt[0]);
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if ((pt[2].Z < 0 && !plane) || (pt[2].Z > 0 && plane)) return -pt[2];
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return pt[2];
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}
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//==========================================================================
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//
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// The math used here to calculate texture positioning was derived from
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// Polymer but required several fixes for correctness.
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//
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//==========================================================================
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class UVCalculator
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{
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sectortype* sect;
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int myplane;
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int stat;
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float z1;
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int ix1;
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int iy1;
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int ix2;
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int iy2;
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float sinalign, cosalign;
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FGameTexture* tex;
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float xpanning, ypanning;
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float xscaled, yscaled;
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FVector2 offset;
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public:
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// Moved in from pragmas.h
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UVCalculator(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
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{
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float xpan, ypan;
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sect = sec;
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tex = tx;
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myplane = plane;
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offset = off;
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auto firstwall = sec->firstWall();
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ix1 = firstwall->x;
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iy1 = firstwall->y;
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ix2 = wall[firstwall->point2].x;
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iy2 = wall[firstwall->point2].y;
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if (plane == 0)
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{
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stat = sec->floorstat;
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xpan = sec->floorxpan_;
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ypan = sec->floorypan_;
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PlanesAtPoint(sec, ix1, iy1, nullptr, &z1);
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}
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else
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{
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stat = sec->ceilingstat;
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xpan = sec->ceilingxpan_;
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ypan = sec->ceilingypan_;
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PlanesAtPoint(sec, ix1, iy1, &z1, nullptr);
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}
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DVector2 dv = { double(ix2 - ix1), -double(iy2 - iy1) };
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auto vang = dv.Angle() - 90.;
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cosalign = float(vang.Cos());
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sinalign = float(vang.Sin());
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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if (pow2width < (int)tx->GetDisplayWidth()) pow2width *= 2;
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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if (pow2height < (int)tx->GetDisplayHeight()) pow2height *= 2;
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xpanning = pow2width * xpan / (256.f * tx->GetDisplayWidth());
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ypanning = pow2height * ypan / (256.f * tx->GetDisplayHeight());
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
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if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN))
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{
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// This is necessary to adjust for some imprecisions in the math.
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// To calculate the inverse Build performs an integer division with significant loss of precision
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// that can cause the texture to be shifted by multiple pixels.
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// The code below calculates the amount of this deviation so that it can be added back to the formula.
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int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1));
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if (len != 0)
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{
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int i = 1048576 / len;
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scalefactor *= 1048576.f / (i * len);
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}
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}
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xscaled = scalefactor * (int)tx->GetDisplayWidth();
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yscaled = scalefactor * (int)tx->GetDisplayHeight();
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}
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FVector2 GetUV(int x, int y, float z)
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{
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float tv, tu;
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if (stat & CSTAT_SECTOR_ALIGN)
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{
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float dx = (float)(x - ix1);
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float dy = (float)(y - iy1);
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tu = -(dx * sinalign + dy * cosalign);
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tv = (dx * cosalign - dy * sinalign);
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if (stat & CSTAT_SECTOR_SLOPE)
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{
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float dz = (z - z1) * 16;
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float newtv = sqrt(tv * tv + dz * dz);
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tv = tv < 0 ? -newtv : newtv;
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}
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}
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else
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{
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tu = x - offset.X;
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tv = -y - offset.Y;
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}
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if (stat & CSTAT_SECTOR_SWAPXY)
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std::swap(tu, tv);
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if (stat & CSTAT_SECTOR_XFLIP) tu = -tu;
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if (stat & CSTAT_SECTOR_YFLIP) tv = -tv;
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return { tu / xscaled + xpanning, tv / yscaled + ypanning };
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §ions[secnum];
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auto sectorp = §or[sec->sector];
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int numvertices = sec->lines.Size();
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TArray<FVector3> points(numvertices, true);
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using Point = std::pair<float, float>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point>* curPoly;
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polygon.resize(1);
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curPoly = &polygon.back();
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FixedBitArray<MAXWALLSB> done;
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int fz = sectorp->floorz, cz = sectorp->ceilingz;
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int vertstoadd = numvertices;
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done.Zero();
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while (vertstoadd > 0)
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{
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int start = 0;
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while (done[start] && start < numvertices) start++;
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int s = start;
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if (start >= 0 && start < numvertices)
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{
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while (start >= 0 && start < numvertices && !done[start])
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{
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auto sline = §ionLines[sec->lines[start]];
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auto wallp = &wall[sline->startpoint];
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float X = float(WallStartX(wallp));
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float Y = float(WallStartY(wallp));
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if (fabs(X) > 32768.f || fabs(Y) > 32768.f)
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{
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// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
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// Do not try alternative methods if this happens.
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return true;
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}
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curPoly->push_back(std::make_pair(X, Y));
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done.Set(start);
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vertstoadd--;
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start = sline->point2index;
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}
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polygon.resize(polygon.size() + 1);
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curPoly = &polygon.back();
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if (start != s) return false; // means the sector is badly defined. RRRA'S E1L3 triggers this.
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}
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}
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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int outer = 0;
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float minx = FLT_MAX;
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float miny = FLT_MAX;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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if (pt.first < minx || (pt.first == minx && pt.second < miny))
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{
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minx = pt.first;
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miny = pt.second;
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outer = int(a);
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}
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}
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}
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if (outer != 0) std::swap(polygon[0], polygon[outer]);
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auto indices = mapbox::earcut(polygon);
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if (indices.size() < 3 * (sec->lines.Size() - 2))
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{
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// this means that full triangulation failed.
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return false;
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}
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sectorp->floorz = sectorp->ceilingz = 0;
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int p = 0;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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float planez = 0;
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PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
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FVector3 point = { pt.first, pt.second, planez };
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points[p++] = point;
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}
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}
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auto& entry = data[secnum].planes[plane];
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entry.vertices.Resize((unsigned)indices.size());
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entry.texcoords.Resize((unsigned)indices.size());
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entry.normal = CalcNormal(sectorp, plane);
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auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum);
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UVCalculator uvcalc(sectorp, plane, texture, offset);
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for(unsigned i = 0; i < entry.vertices.Size(); i++)
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{
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auto& pt = points[indices[i]];
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entry.vertices[i] = pt;
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entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16), int(pt.Y * -16), pt.Z);
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}
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sectorp->floorz = fz;
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sectorp->ceilingz = cz;
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return true;
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}
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//==========================================================================
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//
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// Use ZDoom's node builder if the simple approach fails.
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// This will create something usable in the vast majority of cases,
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// even if the result is less efficient.
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//
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//==========================================================================
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bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §ions[secnum];
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auto sectorp = §or[sec->sector];
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int numvertices = sec->lines.Size();
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// Convert our sector into something the node builder understands
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TArray<vertex_t> vertexes(sectorp->wallnum, true);
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TArray<line_t> lines(numvertices, true);
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TArray<side_t> sides(numvertices, true);
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int j = 0;
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for (int i = 0; i < numvertices; i++)
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{
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auto sline = §ionLines[sec->lines[i]];
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if (sline->point2index < 0) continue; // Exhumed LEV14 triggers this on sector 169.
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auto wallp = &wall[sline->startpoint];
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vertexes[j].p = { wallp->x * (1 / 16.), wallp->y * (1 / -16.) };
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if (fabs(vertexes[j].p.X) > 32768.f || fabs(vertexes[j].p.Y) > 32768.f)
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{
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// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
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return true;
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}
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lines[j].backsector = nullptr;
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lines[j].frontsector = sectorp;
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lines[j].linenum = j;
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lines[j].wallnum = sline->wall;
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lines[j].sidedef[0] = &sides[j];
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lines[j].sidedef[1] = nullptr;
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lines[j].v1 = &vertexes[j];
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lines[j].v2 = &vertexes[sline->point2index + j - i];
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sides[j].sidenum = j;
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sides[j].sector = sectorp;
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j++;
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}
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vertexes.Clamp(j);
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lines.Clamp(j);
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sides.Clamp(j);
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// Weed out any overlaps. These often happen with door setups and can lead to bad subsectors
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for (unsigned i = 0; i < lines.Size(); i++)
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{
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auto p1 = lines[i].v1->p, p2 = lines[i].v2->p;
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// Throw out any line with zero length.
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if (p1 == p2)
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{
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lines.Delete(i);
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i--;
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continue;
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}
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for (unsigned j = i + 1; j < lines.Size(); j++)
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{
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auto pp1 = lines[j].v1->p, pp2 = lines[j].v2->p;
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if (pp1 == p2 && pp2 == p1)
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{
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// handle the simple case first, i.e. line j is the inverse of line i.
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// in this case both lines need to be deleted.
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lines.Delete(j);
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lines.Delete(i);
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i--;
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goto nexti;
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}
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else if (pp1 == p2)
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{
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// only the second line's start point matches.
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// In this case we have to delete the shorter line and truncate the other one.
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// check if the second line's end point is on the line we are checking
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double d1 = PointOnLineSide(pp2, p1, p2);
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if (fabs(d1) > FLT_EPSILON) continue; // not colinear
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bool vert = p1.X == p2.X;
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double p1x = vert ? p1.X : p1.Y;
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double p2x = vert ? p2.X : p2.Y;
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double pp1x = vert ? pp1.X : pp1.Y;
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double pp2x = vert ? pp2.X : pp2.Y;
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if (pp2x > min(p1x, p2x) && pp2x < max(p1x, p2x))
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{
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// pp2 is on line i.
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lines[i].v2 = lines[j].v2;
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lines.Delete(j);
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continue;
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}
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else if (p1x > min(pp1x, pp2x) && p1x < max(pp1x, pp2x))
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{
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// p1 is on line j
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lines[j].v1 = lines[j].v2;
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lines.Delete(i);
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goto nexti;
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}
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}
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else if (pp2 == p1)
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{
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// only the second line's start point matches.
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// In this case we have to delete the shorter line and truncate the other one.
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// check if the second line's end point is on the line we are checking
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double d1 = PointOnLineSide(pp1, p1, p2);
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if (fabs(d1) > FLT_EPSILON) continue; // not colinear
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bool vert = p1.X == p2.X;
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double p1x = vert ? p1.X : p1.Y;
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double p2x = vert ? p2.X : p2.Y;
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double pp1x = vert ? pp1.X : pp1.Y;
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double pp2x = vert ? pp2.X : pp2.Y;
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if (pp1x > min(p1x, p2x) && pp1x < max(p1x, p2x))
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{
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// pp1 is on line i.
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lines[i].v1 = lines[j].v1;
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lines.Delete(j);
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continue;
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}
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else if (p2x > min(pp1x, pp2x) && p2x < max(pp1x, pp2x))
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{
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// p2 is on line j
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lines[j].v2 = lines[j].v1;
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lines.Delete(i);
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goto nexti;
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}
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}
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else
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{
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// no idea if we should do further checks here. Blood's doors do not need them. We'll see.
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}
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}
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nexti:;
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}
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if (lines.Size() < 4)
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{
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// nothing to generate. If line count is < 4 this sector is degenerate and should not be processed further.
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auto& entry = data[secnum].planes[plane];
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entry.vertices.Clear();
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entry.texcoords.Clear();
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return true;
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}
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FNodeBuilder::FLevel leveldata =
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{
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&vertexes[0], (int)vertexes.Size(),
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&sides[0], (int)sides.Size(),
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&lines[0], (int)lines.Size(),
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0, 0, 0, 0
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};
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leveldata.FindMapBounds();
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FNodeBuilder builder(leveldata);
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FLevelLocals Level;
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builder.Extract(Level);
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// Now turn the generated subsectors into triangle meshes
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auto& entry = data[secnum].planes[plane];
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entry.vertices.Clear();
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entry.texcoords.Clear();
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int fz = sectorp->floorz, cz = sectorp->ceilingz;
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sectorp->floorz = sectorp->ceilingz = 0;
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|
|
|
for (auto& sub : Level.subsectors)
|
|
{
|
|
if (sub.numlines <= 2) continue;
|
|
auto v0 = sub.firstline->v1;
|
|
for (unsigned i = 1; i < sub.numlines - 1; i++)
|
|
{
|
|
auto v1 = sub.firstline[i].v1;
|
|
auto v2 = sub.firstline[i].v2;
|
|
|
|
entry.vertices.Push({ (float)v0->fX(), (float)v0->fY(), 0 });
|
|
entry.vertices.Push({ (float)v1->fX(), (float)v1->fY(), 0 });
|
|
entry.vertices.Push({ (float)v2->fX(), (float)v2->fY(), 0 });
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// calculate the rest.
|
|
auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum);
|
|
|
|
UVCalculator uvcalc(sectorp, plane, texture, offset);
|
|
|
|
entry.texcoords.Resize(entry.vertices.Size());
|
|
for (unsigned i = 0; i < entry.vertices.Size(); i++)
|
|
{
|
|
auto& pt = entry.vertices[i];
|
|
|
|
float planez = 0;
|
|
PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
|
|
entry.vertices[i].Z = planez;
|
|
entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z);
|
|
}
|
|
entry.normal = CalcNormal(sectorp, plane);
|
|
sectorp->floorz = fz;
|
|
sectorp->ceilingz = cz;
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void SectorGeometry::ValidateSector(unsigned int secnum, int plane, const FVector2& offset)
|
|
{
|
|
auto sec = §or[sections[secnum].sector];
|
|
|
|
auto compare = &data[secnum].compare[plane];
|
|
if (plane == 0)
|
|
{
|
|
if (sec->floorheinum == compare->floorheinum &&
|
|
sec->floorpicnum == compare->floorpicnum &&
|
|
((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
|
|
sec->floorxpan_ == compare->floorxpan_ &&
|
|
sec->floorypan_ == compare->floorypan_ &&
|
|
sec->firstWall()->pos == data[secnum].poscompare[0] &&
|
|
wall[sec->firstWall()->point2].pos == data[secnum].poscompare2[0] &&
|
|
!(sec->dirty & 1) && data[secnum].planes[plane].vertices.Size() ) return;
|
|
|
|
sec->dirty &= ~1;
|
|
}
|
|
else
|
|
{
|
|
if (sec->ceilingheinum == compare->ceilingheinum &&
|
|
sec->ceilingpicnum == compare->ceilingpicnum &&
|
|
((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
|
|
sec->ceilingxpan_ == compare->ceilingxpan_ &&
|
|
sec->ceilingypan_ == compare->ceilingypan_ &&
|
|
sec->firstWall()->pos == data[secnum].poscompare[1] &&
|
|
wall[sec->firstWall()->point2].pos == data[secnum].poscompare2[1] &&
|
|
!(sec->dirty & 2) && data[secnum].planes[1].vertices.Size()) return;
|
|
|
|
sec->dirty &= ~2;
|
|
}
|
|
*compare = *sec;
|
|
data[secnum].poscompare[plane] = sec->firstWall()->pos;
|
|
data[secnum].poscompare2[plane] = wall[sec->firstWall()->point2].pos;
|
|
if (data[secnum].degenerate || !MakeVertices(secnum, plane, offset))
|
|
{
|
|
data[secnum].degenerate = true;
|
|
//Printf(TEXTCOLOR_YELLOW "Normal triangulation failed for sector %d. Retrying with alternative approach\n", secnum);
|
|
MakeVertices2(secnum, plane, offset);
|
|
}
|
|
}
|