mirror of
https://github.com/ZDoom/zdbsp.git
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fdaa6547f6
to an endpoint to produce a unique vertex must be rejected. SVN r2090 (trunk)
556 lines
14 KiB
C++
556 lines
14 KiB
C++
/*
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Various utility functions.
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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 <malloc.h>
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#include <string.h>
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#include <stdio.h>
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#include "zdbsp.h"
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#include "nodebuild.h"
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#include "templates.h"
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static const int PO_LINE_START = 1;
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static const int PO_LINE_EXPLICIT = 5;
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#if 0
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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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#if 0
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#define P(x) x
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#define Printf printf
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#else
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#define P(x) do{}while(0)
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#endif
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void FNodeBuilder::FindUsedVertices (WideVertex *oldverts, int max)
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{
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int *map = new int[max];
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int i;
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FPrivVert newvert;
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memset (&map[0], -1, sizeof(int)*max);
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for (i = 0; i < Level.NumLines(); ++i)
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{
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int v1 = Level.Lines[i].v1;
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int v2 = Level.Lines[i].v2;
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if (map[v1] == -1)
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{
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newvert.x = oldverts[v1].x;
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newvert.y = oldverts[v1].y;
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newvert.index = oldverts[v1].index;
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map[v1] = VertexMap->SelectVertexExact (newvert);
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}
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if (map[v2] == -1)
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{
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newvert.x = oldverts[v2].x;
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newvert.y = oldverts[v2].y;
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newvert.index = oldverts[v2].index;
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map[v2] = VertexMap->SelectVertexExact (newvert);
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}
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Level.Lines[i].v1 = map[v1];
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Level.Lines[i].v2 = map[v2];
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}
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InitialVertices = Vertices.Size ();
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Level.NumOrgVerts = (int)InitialVertices;
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delete[] map;
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}
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// For every sidedef in the map, create a corresponding seg.
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void FNodeBuilder::MakeSegsFromSides ()
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{
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int i, j;
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for (i = 0; i < Level.NumLines(); ++i)
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{
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if (Level.Lines[i].sidenum[0] != NO_INDEX)
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{
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CreateSeg (i, 0);
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}
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else
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{
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printf ("Linedef %d does not have a front side.\n", i);
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}
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if (Level.Lines[i].sidenum[1] != NO_INDEX)
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{
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j = CreateSeg (i, 1);
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if (Level.Lines[i].sidenum[0] != NO_INDEX)
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{
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Segs[j-1].partner = j;
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Segs[j].partner = j-1;
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}
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}
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}
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}
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int FNodeBuilder::CreateSeg (int linenum, int sidenum)
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{
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FPrivSeg seg;
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DWORD backside;
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int segnum;
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seg.next = DWORD_MAX;
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seg.loopnum = 0;
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seg.offset = 0;
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seg.partner = DWORD_MAX;
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seg.hashnext = NULL;
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seg.planefront = false;
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seg.planenum = DWORD_MAX;
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seg.storedseg = DWORD_MAX;
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if (sidenum == 0)
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{ // front
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seg.v1 = Level.Lines[linenum].v1;
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seg.v2 = Level.Lines[linenum].v2;
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}
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else
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{ // back
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seg.v2 = Level.Lines[linenum].v1;
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seg.v1 = Level.Lines[linenum].v2;
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}
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seg.linedef = linenum;
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seg.sidedef = Level.Lines[linenum].sidenum[sidenum];
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backside = Level.Lines[linenum].sidenum[!sidenum];
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seg.frontsector = Level.Sides[seg.sidedef].sector;
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seg.backsector = backside != NO_INDEX ? Level.Sides[backside].sector : -1;
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seg.nextforvert = Vertices[seg.v1].segs;
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seg.nextforvert2 = Vertices[seg.v2].segs2;
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seg.angle = PointToAngle (Vertices[seg.v2].x-Vertices[seg.v1].x,
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Vertices[seg.v2].y-Vertices[seg.v1].y);
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segnum = (int)Segs.Push (seg);
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Vertices[seg.v1].segs = segnum;
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Vertices[seg.v2].segs2 = segnum;
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D(printf("Seg %4d: From line %d, side %s (%5d,%5d)-(%5d,%5d)\n", segnum, linenum, sidenum ? "back " : "front",
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Vertices[seg.v1].x>>16, Vertices[seg.v1].y>>16, Vertices[seg.v2].x>>16, Vertices[seg.v2].y>>16));
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return segnum;
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}
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// Group colinear segs together so that only one seg per line needs to be checked
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// by SelectSplitter().
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void FNodeBuilder::GroupSegPlanes ()
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{
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const int bucketbits = 12;
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FPrivSeg *buckets[1<<bucketbits] = { 0 };
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int i, planenum;
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for (i = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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seg->next = i+1;
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seg->hashnext = NULL;
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}
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Segs[Segs.Size()-1].next = DWORD_MAX;
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for (i = planenum = 0; i < (int)Segs.Size(); ++i)
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{
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FPrivSeg *seg = &Segs[i];
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fixed_t x1 = Vertices[seg->v1].x;
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fixed_t y1 = Vertices[seg->v1].y;
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fixed_t x2 = Vertices[seg->v2].x;
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fixed_t y2 = Vertices[seg->v2].y;
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angle_t ang = PointToAngle (x2 - x1, y2 - y1);
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if (ang >= 1u<<31)
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ang += 1u<<31;
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FPrivSeg *check = buckets[ang >>= 31-bucketbits];
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while (check != NULL)
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{
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fixed_t cx1 = Vertices[check->v1].x;
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fixed_t cy1 = Vertices[check->v1].y;
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fixed_t cdx = Vertices[check->v2].x - cx1;
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fixed_t cdy = Vertices[check->v2].y - cy1;
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if (PointOnSide (x1, y1, cx1, cy1, cdx, cdy) == 0 &&
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PointOnSide (x2, y2, cx1, cy1, cdx, cdy) == 0)
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{
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break;
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}
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check = check->hashnext;
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}
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if (check != NULL)
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{
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seg->planenum = check->planenum;
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const FSimpleLine *line = &Planes[seg->planenum];
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if (line->dx != 0)
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{
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if ((line->dx > 0 && x2 > x1) || (line->dx < 0 && x2 < x1))
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{
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seg->planefront = true;
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}
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else
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{
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seg->planefront = false;
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}
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}
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else
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{
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if ((line->dy > 0 && y2 > y1) || (line->dy < 0 && y2 < y1))
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{
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seg->planefront = true;
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}
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else
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{
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seg->planefront = false;
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}
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}
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}
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else
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{
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seg->hashnext = buckets[ang];
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buckets[ang] = seg;
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seg->planenum = planenum++;
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seg->planefront = true;
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FSimpleLine pline = { Vertices[seg->v1].x,
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Vertices[seg->v1].y,
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Vertices[seg->v2].x - Vertices[seg->v1].x,
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Vertices[seg->v2].y - Vertices[seg->v1].y };
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Planes.Push (pline);
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}
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}
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D(printf ("%d planes from %d segs\n", planenum, Segs.Size()));
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PlaneChecked.Reserve ((planenum + 7) / 8);
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}
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// Find "loops" of segs surrounding polyobject's origin. Note that a polyobject's origin
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// is not solely defined by the polyobject's anchor, but also by the polyobject itself.
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// For the split avoidance to work properly, you must have a convex, complete loop of
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// segs surrounding the polyobject origin. All the maps in hexen.wad have complete loops of
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// segs around their polyobjects, but they are not all convex: The doors at the start of MAP01
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// and some of the pillars in MAP02 that surround the entrance to MAP06 are not convex.
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// Heuristic() uses some special weighting to make these cases work properly.
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void FNodeBuilder::FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors)
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{
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int loop = 1;
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for (unsigned int i = 0; i < spots.Size(); ++i)
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{
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FPolyStart *spot = &spots[i];
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fixed_t bbox[4];
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if (GetPolyExtents (spot->polynum, bbox))
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{
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FPolyStart *anchor;
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unsigned int j;
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for (j = 0; j < anchors.Size(); ++j)
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{
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anchor = &anchors[j];
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if (anchor->polynum == spot->polynum)
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{
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break;
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}
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}
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if (j < anchors.Size())
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{
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vertex_t mid;
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vertex_t center;
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mid.x = bbox[BOXLEFT] + (bbox[BOXRIGHT]-bbox[BOXLEFT])/2;
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mid.y = bbox[BOXBOTTOM] + (bbox[BOXTOP]-bbox[BOXBOTTOM])/2;
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center.x = mid.x - anchor->x + spot->x;
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center.y = mid.y - anchor->y + spot->y;
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// Scan right for the seg closest to the polyobject's center after it
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// gets moved to its start spot.
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fixed_t closestdist = FIXED_MAX;
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DWORD closestseg = 0;
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P(Printf ("start %d,%d -- center %d, %d\n", spot->x>>16, spot->y>>16, center.x>>16, center.y>>16));
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for (unsigned int j = 0; j < Segs.Size(); ++j)
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{
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FPrivSeg *seg = &Segs[j];
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FPrivVert *v1 = &Vertices[seg->v1];
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FPrivVert *v2 = &Vertices[seg->v2];
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fixed_t dy = v2->y - v1->y;
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if (dy == 0)
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{ // Horizontal, so skip it
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continue;
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}
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if ((v1->y < center.y && v2->y < center.y) || (v1->y > center.y && v2->y > center.y))
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{ // Not crossed
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continue;
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}
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fixed_t dx = v2->x - v1->x;
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if (PointOnSide (center.x, center.y, v1->x, v1->y, dx, dy) <= 0)
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{
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fixed_t t = DivScale30 (center.y - v1->y, dy);
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fixed_t sx = v1->x + MulScale30 (dx, t);
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fixed_t dist = sx - spot->x;
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if (dist < closestdist && dist >= 0)
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{
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closestdist = dist;
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closestseg = (long)j;
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}
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}
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}
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if (closestseg >= 0)
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{
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loop = MarkLoop (closestseg, loop);
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P(Printf ("Found polyobj in sector %d (loop %d)\n", Segs[closestseg].frontsector,
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Segs[closestseg].loopnum));
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}
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}
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}
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}
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}
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int FNodeBuilder::MarkLoop (DWORD firstseg, int loopnum)
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{
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int seg;
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int sec = Segs[firstseg].frontsector;
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if (Segs[firstseg].loopnum != 0)
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{ // already marked
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return loopnum;
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}
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seg = firstseg;
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do
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{
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FPrivSeg *s1 = &Segs[seg];
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s1->loopnum = loopnum;
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P(Printf ("Mark seg %d (%d,%d)-(%d,%d)\n", seg,
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Vertices[s1->v1].x>>16, Vertices[s1->v1].y>>16,
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Vertices[s1->v2].x>>16, Vertices[s1->v2].y>>16));
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DWORD bestseg = DWORD_MAX;
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DWORD tryseg = Vertices[s1->v2].segs;
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angle_t bestang = ANGLE_MAX;
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angle_t ang1 = s1->angle;
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while (tryseg != DWORD_MAX)
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{
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FPrivSeg *s2 = &Segs[tryseg];
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if (s2->frontsector == sec)
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{
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angle_t ang2 = s2->angle + ANGLE_180;
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angle_t angdiff = ang2 - ang1;
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if (angdiff < bestang && angdiff > 0)
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{
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bestang = angdiff;
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bestseg = tryseg;
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}
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}
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tryseg = s2->nextforvert;
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}
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seg = bestseg;
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} while (seg != (int)DWORD_MAX && Segs[seg].loopnum == 0);
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return loopnum + 1;
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}
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// Find the bounding box for a specific polyobject.
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bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
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{
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unsigned int i;
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bbox[BOXLEFT] = bbox[BOXBOTTOM] = FIXED_MAX;
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bbox[BOXRIGHT] = bbox[BOXTOP] = FIXED_MIN;
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// Try to find a polyobj marked with a start line
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for (i = 0; i < Segs.Size(); ++i)
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{
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if (Level.Lines[Segs[i].linedef].special == PO_LINE_START &&
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Level.Lines[Segs[i].linedef].args[0] == polynum)
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{
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break;
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}
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}
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if (i < Segs.Size())
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{
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vertex_t start;
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unsigned int vert;
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unsigned int count = Segs.Size(); // to prevent endless loops. Stop when this reaches the number of segs.
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vert = Segs[i].v1;
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start.x = Vertices[vert].x;
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start.y = Vertices[vert].y;
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do
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{
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AddSegToBBox (bbox, &Segs[i]);
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vert = Segs[i].v2;
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i = Vertices[vert].segs;
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} while (--count && i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y));
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return true;
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}
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// Try to find a polyobj marked with explicit lines
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bool found = false;
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for (i = 0; i < Segs.Size(); ++i)
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{
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if (Level.Lines[Segs[i].linedef].special == PO_LINE_EXPLICIT &&
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Level.Lines[Segs[i].linedef].args[0] == polynum)
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{
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AddSegToBBox (bbox, &Segs[i]);
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found = true;
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}
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}
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return found;
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}
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void FNodeBuilder::AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg)
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{
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FPrivVert *v1 = &Vertices[seg->v1];
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FPrivVert *v2 = &Vertices[seg->v2];
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if (v1->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v1->x;
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if (v1->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v1->x;
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if (v1->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v1->y;
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if (v1->y > bbox[BOXTOP]) bbox[BOXTOP] = v1->y;
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if (v2->x < bbox[BOXLEFT]) bbox[BOXLEFT] = v2->x;
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if (v2->x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v2->x;
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if (v2->y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v2->y;
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if (v2->y > bbox[BOXTOP]) bbox[BOXTOP] = v2->y;
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}
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FNodeBuilder::FVertexMap::FVertexMap (FNodeBuilder &builder,
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fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy)
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: MyBuilder(builder)
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{
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MinX = minx;
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MinY = miny;
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BlocksWide = int(((double(maxx) - minx + 1) + (BLOCK_SIZE - 1)) / BLOCK_SIZE);
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BlocksTall = int(((double(maxy) - miny + 1) + (BLOCK_SIZE - 1)) / BLOCK_SIZE);
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MaxX = MinX + BlocksWide * BLOCK_SIZE - 1;
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MaxY = MinY + BlocksTall * BLOCK_SIZE - 1;
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VertexGrid = new TArray<int>[BlocksWide * BlocksTall];
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}
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FNodeBuilder::FVertexMap::~FVertexMap ()
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{
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delete[] VertexGrid;
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}
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int FNodeBuilder::FVertexMap::SelectVertexExact (FNodeBuilder::FPrivVert &vert)
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{
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TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
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FPrivVert *vertices = &MyBuilder.Vertices[0];
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unsigned int i;
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for (i = 0; i < block.Size(); ++i)
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{
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if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
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{
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return block[i];
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}
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}
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// Not present: add it!
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return InsertVertex (vert);
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}
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int FNodeBuilder::FVertexMap::SelectVertexClose (FNodeBuilder::FPrivVert &vert)
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{
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TArray<int> &block = VertexGrid[GetBlock (vert.x, vert.y)];
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FPrivVert *vertices = &MyBuilder.Vertices[0];
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unsigned int i;
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for (i = 0; i < block.Size(); ++i)
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{
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#if VERTEX_EPSILON <= 1
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if (vertices[block[i]].x == vert.x && vertices[block[i]].y == vert.y)
|
|
#else
|
|
if (abs(vertices[block[i]].x - vert.x) < VERTEX_EPSILON &&
|
|
abs(vertices[block[i]].y - vert.y) < VERTEX_EPSILON)
|
|
#endif
|
|
{
|
|
return block[i];
|
|
}
|
|
}
|
|
|
|
// Not present: add it!
|
|
return InsertVertex (vert);
|
|
}
|
|
|
|
int FNodeBuilder::FVertexMap::InsertVertex (FNodeBuilder::FPrivVert &vert)
|
|
{
|
|
int vertnum;
|
|
|
|
vert.segs = DWORD_MAX;
|
|
vert.segs2 = DWORD_MAX;
|
|
vertnum = (int)MyBuilder.Vertices.Push (vert);
|
|
|
|
// If a vertex is near a block boundary, then it will be inserted on
|
|
// both sides of the boundary so that SelectVertexClose can find
|
|
// it by checking in only one block.
|
|
fixed_t minx = MAX (MinX, vert.x - VERTEX_EPSILON);
|
|
fixed_t maxx = MIN (MaxX, vert.x + VERTEX_EPSILON);
|
|
fixed_t miny = MAX (MinY, vert.y - VERTEX_EPSILON);
|
|
fixed_t maxy = MIN (MaxY, vert.y + VERTEX_EPSILON);
|
|
|
|
int blk[4] =
|
|
{
|
|
GetBlock (minx, miny),
|
|
GetBlock (maxx, miny),
|
|
GetBlock (minx, maxy),
|
|
GetBlock (maxx, maxy)
|
|
};
|
|
unsigned int blkcount[4] =
|
|
{
|
|
VertexGrid[blk[0]].Size(),
|
|
VertexGrid[blk[1]].Size(),
|
|
VertexGrid[blk[2]].Size(),
|
|
VertexGrid[blk[3]].Size()
|
|
};
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
if (VertexGrid[blk[i]].Size() == blkcount[i])
|
|
{
|
|
VertexGrid[blk[i]].Push (vertnum);
|
|
}
|
|
}
|
|
|
|
return vertnum;
|
|
}
|