mirror of
https://github.com/ZDoom/zdbsp.git
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06d1bf0354
of just throwing it away. SVN r174 (trunk)
389 lines
11 KiB
C++
389 lines
11 KiB
C++
/*
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Routines only necessary for building GL-friendly nodes.
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Copyright (C) 2002-2006 Randy Heit
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include <assert.h>
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#include <math.h>
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#include "zdbsp.h"
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#include "nodebuild.h"
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#define Printf printf
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#if 0
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#include <stdio.h>
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#define D(x) x
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#else
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#define D(x) do{}while(0)
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#endif
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double FNodeBuilder::AddIntersection (const node_t &node, int vertex)
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{
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static const FEventInfo defaultInfo =
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{
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-1, DWORD_MAX
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};
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// Calculate signed distance of intersection vertex from start of splitter.
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// Only ordering is important, so we don't need a sqrt.
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FPrivVert *v = &Vertices[vertex];
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double dist = (double(v->x) - node.x)*(node.dx) + (double(v->y) - node.y)*(node.dy);
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FEvent *event = Events.FindEvent (dist);
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if (event == NULL)
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{
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event = Events.GetNewNode ();
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event->Distance = dist;
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event->Info = defaultInfo;
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event->Info.Vertex = vertex;
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Events.Insert (event);
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}
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return dist;
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}
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// If there are any segs on the splitter that span more than two events, they
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// must be split. Alien Vendetta is one example wad that is quite bad about
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// having overlapping lines. If we skip this step, these segs will still be
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// split later, but minisegs will erroneously be added for them, and partner
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// seg information will be messed up in the generated tree.
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void FNodeBuilder::FixSplitSharers ()
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{
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D(printf("events:\n"));
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D(Events.PrintTree());
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for (unsigned int i = 0; i < SplitSharers.Size(); ++i)
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{
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DWORD seg = SplitSharers[i].Seg;
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int v2 = Segs[seg].v2;
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FEvent *event = Events.FindEvent (SplitSharers[i].Distance);
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FEvent *next;
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if (event == NULL)
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{ // Should not happen
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continue;
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}
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D(printf("Considering events on seg %d(%d[%d,%d]->%d[%d,%d]) [%g:%g]\n", seg,
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Segs[seg].v1,
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Vertices[Segs[seg].v1].x>>16,
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Vertices[Segs[seg].v1].y>>16,
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Segs[seg].v2,
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Vertices[Segs[seg].v2].x>>16,
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Vertices[Segs[seg].v2].y>>16,
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SplitSharers[i].Distance, event->Distance));
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if (SplitSharers[i].Forward)
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{
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event = Events.GetSuccessor (event);
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if (event == NULL)
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{
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continue;
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}
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next = Events.GetSuccessor (event);
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}
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else
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{
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event = Events.GetPredecessor (event);
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if (event == NULL)
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{
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continue;
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}
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next = Events.GetPredecessor (event);
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}
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while (event != NULL && next != NULL && event->Info.Vertex != v2)
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{
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D(printf("Forced split of seg %d(%d[%d,%d]->%d[%d,%d]) at %d(%d,%d):%g\n", seg,
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Segs[seg].v1,
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Vertices[Segs[seg].v1].x>>16,
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Vertices[Segs[seg].v1].y>>16,
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Segs[seg].v2,
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Vertices[Segs[seg].v2].x>>16,
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Vertices[Segs[seg].v2].y>>16,
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event->Info.Vertex,
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Vertices[event->Info.Vertex].x>>16,
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Vertices[event->Info.Vertex].y>>16,
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event->Distance));
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DWORD newseg = SplitSeg (seg, event->Info.Vertex, 1);
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Segs[newseg].next = Segs[seg].next;
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Segs[seg].next = newseg;
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DWORD partner = Segs[seg].partner;
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if (partner != DWORD_MAX)
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{
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int endpartner = SplitSeg (partner, event->Info.Vertex, 1);
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Segs[endpartner].next = Segs[partner].next;
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Segs[partner].next = endpartner;
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Segs[seg].partner = endpartner;
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//Segs[endpartner].partner = seg;
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Segs[partner].partner = newseg;
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assert (Segs[Segs[seg].partner].partner == seg);
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assert (Segs[Segs[newseg].partner].partner == newseg);
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assert (Segs[seg].v1 == Segs[endpartner].v2);
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assert (Segs[seg].v2 == Segs[endpartner].v1);
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assert (Segs[partner].v1 == Segs[newseg].v2);
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assert (Segs[partner].v2 == Segs[newseg].v1);
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}
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seg = newseg;
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if (SplitSharers[i].Forward)
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{
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event = next;
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next = Events.GetSuccessor (next);
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}
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else
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{
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event = next;
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next = Events.GetPredecessor (next);
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}
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}
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}
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}
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void FNodeBuilder::AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset, DWORD &bset)
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{
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FEvent *event = Events.GetMinimum (), *prev = NULL;
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while (event != NULL)
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{
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if (prev != NULL)
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{
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DWORD fseg1, bseg1, fseg2, bseg2;
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DWORD fnseg, bnseg;
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// Minisegs should only be added when they can create valid loops on both the front and
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// back of the splitter. This means some subsectors could be unclosed if their sectors
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// are unclosed, but at least we won't be needlessly creating subsectors in void space.
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// Unclosed subsectors can be closed trivially once the BSP tree is complete.
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if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != DWORD_MAX &&
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(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != DWORD_MAX &&
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(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != DWORD_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != DWORD_MAX)
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{
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// Add miniseg on the front side
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fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, DWORD_MAX, fseg1, splitseg);
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Segs[fnseg].next = fset;
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fset = fnseg;
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// Add miniseg on the back side
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bnseg = AddMiniseg (event->Info.Vertex, prev->Info.Vertex, fnseg, bseg1, splitseg);
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Segs[bnseg].next = bset;
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bset = bnseg;
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int fsector, bsector;
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fsector = Segs[fseg1].frontsector;
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bsector = Segs[bseg1].frontsector;
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Segs[fnseg].frontsector = fsector;
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Segs[fnseg].backsector = bsector;
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Segs[bnseg].frontsector = bsector;
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Segs[bnseg].backsector = fsector;
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// Only print the warning if this might be bad.
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if (fsector != bsector &&
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fsector != Segs[fseg1].backsector &&
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bsector != Segs[bseg1].backsector)
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{
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Warn ("Sectors %d at (%d,%d) and %d at (%d,%d) don't match.\n",
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Segs[fseg1].frontsector,
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Vertices[prev->Info.Vertex].x>>FRACBITS, Vertices[prev->Info.Vertex].y>>FRACBITS,
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Segs[bseg1].frontsector,
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Vertices[event->Info.Vertex].x>>FRACBITS, Vertices[event->Info.Vertex].y>>FRACBITS
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);
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}
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D(Printf ("**Minisegs** %d/%d added %d(%d,%d)->%d(%d,%d)\n", fnseg, bnseg,
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prev->Info.Vertex,
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Vertices[prev->Info.Vertex].x>>16, Vertices[prev->Info.Vertex].y>>16,
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event->Info.Vertex,
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Vertices[event->Info.Vertex].x>>16, Vertices[event->Info.Vertex].y>>16));
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}
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}
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prev = event;
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event = Events.GetSuccessor (event);
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}
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}
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DWORD FNodeBuilder::AddMiniseg (int v1, int v2, DWORD partner, DWORD seg1, DWORD splitseg)
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{
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DWORD nseg;
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FPrivSeg *seg = &Segs[seg1];
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FPrivSeg newseg;
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newseg.sidedef = NO_INDEX;
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newseg.linedef = -1;
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newseg.loopnum = 0;
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newseg.next = DWORD_MAX;
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newseg.planefront = true;
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if (splitseg != DWORD_MAX)
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{
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newseg.planenum = Segs[splitseg].planenum;
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}
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else
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{
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newseg.planenum = -1;
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}
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newseg.v1 = v1;
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newseg.v2 = v2;
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newseg.nextforvert = Vertices[v1].segs;
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newseg.nextforvert2 = Vertices[v2].segs2;
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newseg.next = seg->next;
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if (partner != DWORD_MAX)
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{
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newseg.partner = partner;
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assert (Segs[partner].v1 == newseg.v2);
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assert (Segs[partner].v2 == newseg.v1);
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}
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else
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{
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newseg.partner = DWORD_MAX;
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}
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nseg = Segs.Push (newseg);
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if (newseg.partner != DWORD_MAX)
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{
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Segs[partner].partner = nseg;
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}
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Vertices[v1].segs = nseg;
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Vertices[v2].segs2 = nseg;
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//Printf ("Between %d and %d::::\n", seg1, seg2);
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return nseg;
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}
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DWORD FNodeBuilder::CheckLoopStart (fixed_t dx, fixed_t dy, int vertex, int vertex2)
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{
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FPrivVert *v = &Vertices[vertex];
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angle_t splitAngle = PointToAngle (dx, dy);
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DWORD segnum;
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angle_t bestang;
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DWORD bestseg;
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// Find the seg ending at this vertex that forms the smallest angle
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// to the splitter.
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segnum = v->segs2;
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bestang = ANGLE_MAX;
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bestseg = DWORD_MAX;
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while (segnum != DWORD_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
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angle_t diff = splitAngle - segAngle;
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if (diff < ANGLE_EPSILON &&
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PointOnSide (Vertices[seg->v1].x, Vertices[seg->v1].y, v->x, v->y, dx, dy) == 0)
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{
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// If a seg lies right on the splitter, don't count it
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}
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else
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{
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if (diff <= bestang)
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{
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bestang = diff;
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bestseg = segnum;
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}
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}
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segnum = seg->nextforvert2;
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}
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if (bestseg == DWORD_MAX)
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{
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return DWORD_MAX;
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}
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// Now make sure there are no segs starting at this vertex that form
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// an even smaller angle to the splitter.
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segnum = v->segs;
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while (segnum != DWORD_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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if (seg->v2 == vertex2)
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{
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return DWORD_MAX;
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}
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angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
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angle_t diff = splitAngle - segAngle;
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if (diff < bestang && seg->partner != bestseg)
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{
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return DWORD_MAX;
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}
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segnum = seg->nextforvert;
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}
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return bestseg;
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}
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DWORD FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex)
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{
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FPrivVert *v = &Vertices[vertex];
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angle_t splitAngle = PointToAngle (dx, dy) + ANGLE_180;
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DWORD segnum;
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angle_t bestang;
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DWORD bestseg;
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// Find the seg starting at this vertex that forms the smallest angle
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// to the splitter.
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segnum = v->segs;
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bestang = ANGLE_MAX;
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bestseg = DWORD_MAX;
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while (segnum != DWORD_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
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angle_t diff = segAngle - splitAngle;
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if (diff < ANGLE_EPSILON &&
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PointOnSide (Vertices[seg->v1].x, Vertices[seg->v1].y, v->x, v->y, dx, dy) == 0)
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{
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// If a seg lies right on the splitter, don't count it
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}
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else
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{
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if (diff <= bestang)
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{
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bestang = diff;
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bestseg = segnum;
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}
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}
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segnum = seg->nextforvert;
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}
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if (bestseg == DWORD_MAX)
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{
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return DWORD_MAX;
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}
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// Now make sure there are no segs ending at this vertex that form
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// an even smaller angle to the splitter.
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segnum = v->segs2;
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while (segnum != DWORD_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
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angle_t diff = segAngle - splitAngle;
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if (diff < bestang && seg->partner != bestseg)
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{
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return DWORD_MAX;
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}
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segnum = seg->nextforvert2;
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}
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return bestseg;
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}
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