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https://github.com/ZDoom/zdbsp.git
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732d9bc710
This can only happen with UDMF, and since UDMF is restricted to GL nodes, there's no need for a non-GL version of these nodes. - Added additional debug output. - Remove the outdated zdbsp.vcproj project file. SVN r3981 (trunk)
572 lines
16 KiB
C++
572 lines
16 KiB
C++
/*
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Routines for extracting usable data from the new BSP tree.
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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 <string.h>
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#include <stdio.h>
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#include <float.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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#if 0
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#define D(x) x
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#define DD 1
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#else
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#define D(x) do{}while(0)
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#undef DD
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#endif
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void FNodeBuilder::GetGLNodes (MapNodeEx *&outNodes, int &nodeCount,
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MapSegGLEx *&outSegs, int &segCount,
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MapSubsectorEx *&outSubs, int &subCount)
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{
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TArray<MapSegGLEx> segs (Segs.Size()*5/4);
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int i, j, k;
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nodeCount = Nodes.Size ();
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outNodes = new MapNodeEx[nodeCount];
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for (i = 0; i < nodeCount; ++i)
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{
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const node_t *orgnode = &Nodes[i];
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MapNodeEx *newnode = &outNodes[i];
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newnode->x = orgnode->x;
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newnode->y = orgnode->y;
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newnode->dx = orgnode->dx;
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newnode->dy = orgnode->dy;
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for (j = 0; j < 2; ++j)
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{
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for (k = 0; k < 4; ++k)
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{
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newnode->bbox[j][k] = orgnode->bbox[j][k] >> FRACBITS;
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}
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newnode->children[j] = orgnode->intchildren[j];
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}
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}
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subCount = Subsectors.Size();
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outSubs = new MapSubsectorEx[subCount];
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for (i = 0; i < subCount; ++i)
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{
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int numsegs = CloseSubsector (segs, i);
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outSubs[i].numlines = numsegs;
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outSubs[i].firstline = segs.Size() - numsegs;
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}
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segCount = segs.Size ();
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outSegs = new MapSegGLEx[segCount];
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memcpy (outSegs, &segs[0], segCount*sizeof(MapSegGLEx));
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for (i = 0; i < segCount; ++i)
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{
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if (outSegs[i].partner != DWORD_MAX)
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{
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outSegs[i].partner = Segs[outSegs[i].partner].storedseg;
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}
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}
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D(DumpNodes(outNodes, nodeCount));
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}
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int FNodeBuilder::CloseSubsector (TArray<MapSegGLEx> &segs, int subsector)
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{
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FPrivSeg *seg, *prev;
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angle_t prevAngle;
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double accumx, accumy;
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fixed_t midx, midy;
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int i, j, first, max, count, firstVert;
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bool diffplanes;
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int firstplane;
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first = Subsectors[subsector].firstline;
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max = first + Subsectors[subsector].numlines;
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count = 0;
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accumx = accumy = 0.0;
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diffplanes = false;
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firstplane = Segs[SegList[first].SegNum].planenum;
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// Calculate the midpoint of the subsector and also check for degenerate subsectors.
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// A subsector is degenerate if it exists in only one dimension, which can be
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// detected when all the segs lie in the same plane. This can happen if you have
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// outward-facing lines in the void that don't point toward any sector. (Some of the
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// polyobjects in Hexen are constructed like this.)
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for (i = first; i < max; ++i)
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{
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seg = &Segs[SegList[i].SegNum];
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accumx += double(Vertices[seg->v1].x) + double(Vertices[seg->v2].x);
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accumy += double(Vertices[seg->v1].y) + double(Vertices[seg->v2].y);
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if (firstplane != seg->planenum)
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{
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diffplanes = true;
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}
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}
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midx = fixed_t(accumx / (max - first) / 2);
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midy = fixed_t(accumy / (max - first) / 2);
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seg = &Segs[SegList[first].SegNum];
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prevAngle = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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seg->storedseg = PushGLSeg (segs, seg);
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count = 1;
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prev = seg;
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firstVert = seg->v1;
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#ifdef DD
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printf("--%d--\n", subsector);
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for (j = first; j < max; ++j)
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{
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seg = &Segs[SegList[j].SegNum];
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angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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printf ("%d%c %5d(%5d,%5d)->%5d(%5d,%5d) - %3.5f %d,%d [%08x,%08x]-[%08x,%08x]\n", j,
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seg->linedef == -1 ? '+' : ':',
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seg->v1, Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
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seg->v2, Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
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double(ang/2)*180/(1<<30),
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seg->planenum, seg->planefront,
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Vertices[seg->v1].x, Vertices[seg->v1].y,
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Vertices[seg->v2].x, Vertices[seg->v2].y);
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}
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#endif
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if (diffplanes)
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{ // A well-behaved subsector. Output the segs sorted by the angle formed by connecting
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// the subsector's center to their first vertex.
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D(printf("Well behaved subsector\n"));
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for (i = first + 1; i < max; ++i)
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{
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angle_t bestdiff = ANGLE_MAX;
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FPrivSeg *bestseg = NULL;
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int bestj = -1;
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for (j = first; j < max; ++j)
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{
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seg = &Segs[SegList[j].SegNum];
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angle_t ang = PointToAngle (Vertices[seg->v1].x - midx, Vertices[seg->v1].y - midy);
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angle_t diff = prevAngle - ang;
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if (seg->v1 == prev->v2)
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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break;
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}
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if (diff < bestdiff && diff > 0)
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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}
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}
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if (bestseg != NULL)
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{
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seg = bestseg;
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}
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if (prev->v2 != seg->v1)
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{
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// Add a new miniseg to connect the two segs
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PushConnectingGLSeg (subsector, segs, prev->v2, seg->v1);
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count++;
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}
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#ifdef DD
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printf ("+%d\n", bestj);
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#endif
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prevAngle -= bestdiff;
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seg->storedseg = PushGLSeg (segs, seg);
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count++;
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prev = seg;
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if (seg->v2 == firstVert)
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{
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prev = seg;
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break;
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}
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}
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#ifdef DD
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printf ("\n");
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#endif
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}
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else
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{ // A degenerate subsector. These are handled in three stages:
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// Stage 1. Proceed in the same direction as the start seg until we
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// hit the seg furthest from it.
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// Stage 2. Reverse direction and proceed until we hit the seg
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// furthest from the start seg.
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// Stage 3. Reverse direction again and insert segs until we get
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// to the start seg.
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// A dot product serves to determine distance from the start seg.
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D(printf("degenerate subsector\n"));
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// Stage 1. Go forward.
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count += OutputDegenerateSubsector (segs, subsector, true, 0, prev);
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// Stage 2. Go backward.
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count += OutputDegenerateSubsector (segs, subsector, false, DBL_MAX, prev);
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// Stage 3. Go forward again.
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count += OutputDegenerateSubsector (segs, subsector, true, -DBL_MAX, prev);
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}
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if (prev->v2 != firstVert)
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{
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PushConnectingGLSeg (subsector, segs, prev->v2, firstVert);
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count++;
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}
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#ifdef DD
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printf ("Output GL subsector %d:\n", subsector);
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for (i = segs.Size() - count; i < (int)segs.Size(); ++i)
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{
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printf (" Seg %5d%c(%5d,%5d)-(%5d,%5d) [%08x,%08x]-[%08x,%08x]\n", i,
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segs[i].linedef == NO_INDEX ? '+' : ' ',
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Vertices[segs[i].v1].x>>16,
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Vertices[segs[i].v1].y>>16,
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Vertices[segs[i].v2].x>>16,
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Vertices[segs[i].v2].y>>16,
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Vertices[segs[i].v1].x,
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Vertices[segs[i].v1].y,
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Vertices[segs[i].v2].x,
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Vertices[segs[i].v2].y);
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}
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#endif
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return count;
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}
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int FNodeBuilder::OutputDegenerateSubsector (TArray<MapSegGLEx> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev)
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{
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static const double bestinit[2] = { -DBL_MAX, DBL_MAX };
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FPrivSeg *seg;
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int i, j, first, max, count;
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double dot, x1, y1, dx, dy, dx2, dy2;
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bool wantside;
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first = Subsectors[subsector].firstline;
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max = first + Subsectors[subsector].numlines;
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count = 0;
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seg = &Segs[SegList[first].SegNum];
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x1 = Vertices[seg->v1].x;
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y1 = Vertices[seg->v1].y;
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dx = Vertices[seg->v2].x - x1;
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dy = Vertices[seg->v2].y - y1;
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wantside = seg->planefront ^ !bForward;
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for (i = first + 1; i < max; ++i)
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{
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double bestdot = bestinit[bForward];
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FPrivSeg *bestseg = NULL;
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for (j = first + 1; j < max; ++j)
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{
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seg = &Segs[SegList[j].SegNum];
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if (seg->planefront != wantside)
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{
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continue;
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}
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dx2 = Vertices[seg->v1].x - x1;
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dy2 = Vertices[seg->v1].y - y1;
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dot = dx*dx2 + dy*dy2;
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if (bForward)
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{
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if (dot < bestdot && dot > lastdot)
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{
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bestdot = dot;
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bestseg = seg;
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}
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}
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else
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{
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if (dot > bestdot && dot < lastdot)
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{
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bestdot = dot;
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bestseg = seg;
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}
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}
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}
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if (bestseg != NULL)
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{
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if (prev->v2 != bestseg->v1)
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{
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PushConnectingGLSeg (subsector, segs, prev->v2, bestseg->v1);
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count++;
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}
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seg->storedseg = PushGLSeg (segs, bestseg);
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count++;
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prev = bestseg;
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lastdot = bestdot;
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}
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}
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return count;
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}
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DWORD FNodeBuilder::PushGLSeg (TArray<MapSegGLEx> &segs, const FPrivSeg *seg)
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{
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MapSegGLEx newseg;
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newseg.v1 = seg->v1;
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newseg.v2 = seg->v2;
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newseg.linedef = seg->linedef;
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// Just checking the sidedef to determine the side is insufficient.
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// When a level is sidedef compressed both sides may well have the same sidedef.
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if (newseg.linedef != NO_INDEX)
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{
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IntLineDef *ld = &Level.Lines[newseg.linedef];
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if (ld->sidenum[0] == ld->sidenum[1])
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{
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// When both sidedefs are the same a quick check doesn't work so this
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// has to be done by comparing the distances of the seg's end point to
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// the line's start.
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WideVertex *lv1 = &Level.Vertices[ld->v1];
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WideVertex *sv1 = &Level.Vertices[seg->v1];
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WideVertex *sv2 = &Level.Vertices[seg->v2];
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double dist1sq = double(sv1->x-lv1->x)*(sv1->x-lv1->x) + double(sv1->y-lv1->y)*(sv1->y-lv1->y);
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double dist2sq = double(sv2->x-lv1->x)*(sv2->x-lv1->x) + double(sv2->y-lv1->y)*(sv2->y-lv1->y);
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newseg.side = dist1sq < dist2sq ? 0 : 1;
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}
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else
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{
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newseg.side = ld->sidenum[1] == seg->sidedef ? 1 : 0;
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}
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}
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else
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{
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newseg.side = 0;
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}
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newseg.partner = seg->partner;
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return segs.Push (newseg);
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}
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void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<MapSegGLEx> &segs, int v1, int v2)
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{
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MapSegGLEx newseg;
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Warn ("Unclosed subsector %d, from (%d,%d) to (%d,%d)\n", subsector,
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Vertices[v1].x >> FRACBITS, Vertices[v1].y >> FRACBITS,
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Vertices[v2].x >> FRACBITS, Vertices[v2].y >> FRACBITS);
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newseg.v1 = v1;
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newseg.v2 = v2;
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newseg.linedef = NO_MAP_INDEX;
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newseg.side = 0;
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newseg.partner = DWORD_MAX;
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segs.Push (newseg);
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}
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void FNodeBuilder::GetVertices (WideVertex *&verts, int &count)
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{
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count = Vertices.Size ();
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verts = new WideVertex[count];
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for (int i = 0; i < count; ++i)
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{
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verts[i].x = Vertices[i].x;
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verts[i].y = Vertices[i].y;
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verts[i].index = Vertices[i].index;
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}
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}
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void FNodeBuilder::GetNodes (MapNodeEx *&outNodes, int &nodeCount,
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MapSegEx *&outSegs, int &segCount,
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MapSubsectorEx *&outSubs, int &subCount)
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{
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short bbox[4];
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TArray<MapSegEx> segs (Segs.Size());
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// Walk the BSP and create a new BSP with only the information
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// suitable for a standard tree. At a minimum, this means removing
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// all minisegs. As an optional step, I also recompute all the
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// nodes' bounding boxes so that they only bound the real segs and
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// not the minisegs.
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nodeCount = Nodes.Size ();
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outNodes = new MapNodeEx[nodeCount];
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subCount = Subsectors.Size ();
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outSubs = new MapSubsectorEx[subCount];
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RemoveMinisegs (outNodes, segs, outSubs, Nodes.Size() - 1, bbox);
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segCount = segs.Size ();
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outSegs = new MapSegEx[segCount];
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memcpy (outSegs, &segs[0], segCount*sizeof(MapSegEx));
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D(DumpNodes(outNodes, nodeCount));
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#ifdef DD
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for (int i = 0; i < segCount; ++i)
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{
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printf("Seg %d: v1(%d) -> v2(%d)\n", i, outSegs[i].v1, outSegs[i].v2);
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}
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#endif
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}
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int FNodeBuilder::RemoveMinisegs (MapNodeEx *nodes,
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TArray<MapSegEx> &segs, MapSubsectorEx *subs, int node, short bbox[4])
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{
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if (node & NFX_SUBSECTOR)
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{
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int subnum = node == -1 ? 0 : node & ~NFX_SUBSECTOR;
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int numsegs = StripMinisegs (segs, subnum, bbox);
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subs[subnum].numlines = numsegs;
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subs[subnum].firstline = segs.Size() - numsegs;
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return NFX_SUBSECTOR | subnum;
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}
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else
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{
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const node_t *orgnode = &Nodes[node];
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MapNodeEx *newnode = &nodes[node];
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int child0 = RemoveMinisegs (nodes, segs, subs, orgnode->intchildren[0], newnode->bbox[0]);
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int child1 = RemoveMinisegs (nodes, segs, subs, orgnode->intchildren[1], newnode->bbox[1]);
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newnode->x = orgnode->x;
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newnode->y = orgnode->y;
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newnode->dx = orgnode->dx;
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newnode->dy = orgnode->dy;
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newnode->children[0] = child0;
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newnode->children[1] = child1;
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bbox[BOXTOP] = MAX(newnode->bbox[0][BOXTOP], newnode->bbox[1][BOXTOP]);
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bbox[BOXBOTTOM] = MIN(newnode->bbox[0][BOXBOTTOM], newnode->bbox[1][BOXBOTTOM]);
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bbox[BOXLEFT] = MIN(newnode->bbox[0][BOXLEFT], newnode->bbox[1][BOXLEFT]);
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bbox[BOXRIGHT] = MAX(newnode->bbox[0][BOXRIGHT], newnode->bbox[1][BOXRIGHT]);
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return node;
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}
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}
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int FNodeBuilder::StripMinisegs (TArray<MapSegEx> &segs, int subsector, short bbox[4])
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{
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int count, i, max;
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// The bounding box is recomputed to only cover the real segs and not the
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// minisegs in the subsector.
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bbox[BOXTOP] = -32768;
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bbox[BOXBOTTOM] = 32767;
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bbox[BOXLEFT] = 32767;
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bbox[BOXRIGHT] = -32768;
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i = Subsectors[subsector].firstline;
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max = Subsectors[subsector].numlines + i;
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for (count = 0; i < max; ++i)
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{
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const FPrivSeg *org = &Segs[SegList[i].SegNum];
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// Because of the ordering guaranteed by SortSegs(), all mini segs will
|
|
// be at the end of the subsector, so once one is encountered, we can
|
|
// stop right away.
|
|
if (org->linedef == -1)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
MapSegEx newseg;
|
|
|
|
AddSegToShortBBox (bbox, org);
|
|
|
|
newseg.v1 = org->v1;
|
|
newseg.v2 = org->v2;
|
|
newseg.angle = org->angle >> 16;
|
|
newseg.offset = org->offset >> FRACBITS;
|
|
newseg.linedef = org->linedef;
|
|
|
|
// Just checking the sidedef to determine the side is insufficient.
|
|
// When a level is sidedef compressed both sides may well have the same sidedef.
|
|
|
|
IntLineDef * ld = &Level.Lines[newseg.linedef];
|
|
|
|
if (ld->sidenum[0]==ld->sidenum[1])
|
|
{
|
|
// When both sidedefs are the same a quick check doesn't work so this
|
|
// has to be done by comparing the distances of the seg's end point to
|
|
// the line's start.
|
|
WideVertex * lv1 = &Level.Vertices[ld->v1];
|
|
WideVertex * sv1 = &Level.Vertices[org->v1];
|
|
WideVertex * sv2 = &Level.Vertices[org->v2];
|
|
|
|
double dist1sq = double(sv1->x-lv1->x)*(sv1->x-lv1->x) + double(sv1->y-lv1->y)*(sv1->y-lv1->y);
|
|
double dist2sq = double(sv2->x-lv1->x)*(sv2->x-lv1->x) + double(sv2->y-lv1->y)*(sv2->y-lv1->y);
|
|
|
|
newseg.side = dist1sq<dist2sq? 0:1;
|
|
|
|
}
|
|
else
|
|
{
|
|
newseg.side = ld->sidenum[1] == org->sidedef ? 1 : 0;
|
|
}
|
|
|
|
|
|
newseg.side = Level.Lines[org->linedef].sidenum[1] == org->sidedef ? 1 : 0;
|
|
segs.Push (newseg);
|
|
++count;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void FNodeBuilder::AddSegToShortBBox (short bbox[4], const FPrivSeg *seg)
|
|
{
|
|
const FPrivVert *v1 = &Vertices[seg->v1];
|
|
const FPrivVert *v2 = &Vertices[seg->v2];
|
|
|
|
short v1x = v1->x >> FRACBITS;
|
|
short v1y = v1->y >> FRACBITS;
|
|
short v2x = v2->x >> FRACBITS;
|
|
short v2y = v2->y >> FRACBITS;
|
|
|
|
if (v1x < bbox[BOXLEFT]) bbox[BOXLEFT] = v1x;
|
|
if (v1x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v1x;
|
|
if (v1y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v1y;
|
|
if (v1y > bbox[BOXTOP]) bbox[BOXTOP] = v1y;
|
|
|
|
if (v2x < bbox[BOXLEFT]) bbox[BOXLEFT] = v2x;
|
|
if (v2x > bbox[BOXRIGHT]) bbox[BOXRIGHT] = v2x;
|
|
if (v2y < bbox[BOXBOTTOM]) bbox[BOXBOTTOM] = v2y;
|
|
if (v2y > bbox[BOXTOP]) bbox[BOXTOP] = v2y;
|
|
}
|
|
|
|
void FNodeBuilder::DumpNodes(MapNodeEx *outNodes, int nodeCount)
|
|
{
|
|
for (unsigned int i = 0; i < Nodes.Size(); ++i)
|
|
{
|
|
printf("Node %d: Splitter[%08x,%08x] [%08x,%08x]\n", i,
|
|
outNodes[i].x, outNodes[i].y, outNodes[i].dx, outNodes[i].dy);
|
|
for (int j = 1; j >= 0; --j)
|
|
{
|
|
if (outNodes[i].children[j] & NFX_SUBSECTOR)
|
|
{
|
|
printf(" subsector %d\n", outNodes[i].children[j] & ~NFX_SUBSECTOR);
|
|
}
|
|
else
|
|
{
|
|
printf(" node %d\n", outNodes[i].children[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|