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f7dd0ec4a2
As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors. The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
135 lines
2.3 KiB
C++
135 lines
2.3 KiB
C++
#include "nodebuild.h"
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#define FAR_ENOUGH 17179869184.f // 4<<32
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int FNodeBuilder::ClassifyLine(node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2])
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{
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double d_x1 = double(node.x);
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double d_y1 = double(node.y);
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double d_dx = double(node.dx);
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double d_dy = double(node.dy);
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double d_xv1 = double(v1->x);
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double d_xv2 = double(v2->x);
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double d_yv1 = double(v1->y);
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double d_yv2 = double(v2->y);
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double s_num1 = (d_y1 - d_yv1) * d_dx - (d_x1 - d_xv1) * d_dy;
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double s_num2 = (d_y1 - d_yv2) * d_dx - (d_x1 - d_xv2) * d_dy;
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int nears = 0;
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if (s_num1 <= -FAR_ENOUGH)
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{
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if (s_num2 <= -FAR_ENOUGH)
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{
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sidev[0] = sidev[1] = 1;
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return 1;
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}
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if (s_num2 >= FAR_ENOUGH)
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{
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sidev[0] = 1;
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sidev[1] = -1;
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return -1;
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}
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nears = 1;
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}
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else if (s_num1 >= FAR_ENOUGH)
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{
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if (s_num2 >= FAR_ENOUGH)
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{
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sidev[0] = sidev[1] = -1;
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return 0;
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}
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if (s_num2 <= -FAR_ENOUGH)
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{
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sidev[0] = -1;
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sidev[1] = 1;
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return -1;
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}
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nears = 1;
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}
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else
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{
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nears = 2 | int(fabs(s_num2) < FAR_ENOUGH);
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}
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if (nears)
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{
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double l = 1.f / (d_dx*d_dx + d_dy*d_dy);
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if (nears & 2)
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{
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double dist = s_num1 * s_num1 * l;
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if (dist < SIDE_EPSILON*SIDE_EPSILON)
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{
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sidev[0] = 0;
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}
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else
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{
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sidev[0] = s_num1 > 0.0 ? -1 : 1;
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}
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}
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else
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{
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sidev[0] = s_num1 > 0.0 ? -1 : 1;
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}
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if (nears & 1)
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{
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double dist = s_num2 * s_num2 * l;
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if (dist < SIDE_EPSILON*SIDE_EPSILON)
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{
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sidev[1] = 0;
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}
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else
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{
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sidev[1] = s_num2 > 0.0 ? -1 : 1;
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}
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}
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else
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{
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sidev[1] = s_num2 > 0.0 ? -1 : 1;
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}
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}
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else
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{
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sidev[0] = s_num1 > 0.0 ? -1 : 1;
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sidev[1] = s_num2 > 0.0 ? -1 : 1;
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}
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if ((sidev[0] | sidev[1]) == 0)
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{ // seg is coplanar with the splitter, so use its orientation to determine
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// which child it ends up in. If it faces the same direction as the splitter,
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// it goes in front. Otherwise, it goes in back.
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if (node.dx != 0)
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{
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if ((node.dx > 0 && v2->x > v1->x) || (node.dx < 0 && v2->x < v1->x))
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{
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return 0;
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}
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else
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{
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return 1;
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}
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}
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else
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{
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if ((node.dy > 0 && v2->y > v1->y) || (node.dy < 0 && v2->y < v1->y))
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{
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return 0;
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}
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else
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{
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return 1;
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}
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}
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}
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else if (sidev[0] <= 0 && sidev[1] <= 0)
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{
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return 0;
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}
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else if (sidev[0] >= 0 && sidev[1] >= 0)
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{
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return 1;
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}
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return -1;
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}
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