mirror of
https://github.com/ZDoom/zdbsp.git
synced 2024-11-28 06:32:08 +00:00
594e1fd562
- Fixed: ZDBSP stored seg vertices in 16-bit words, so it failed to write proper nodes for maps that ended up with more than 65536 vertices after node building, even though it can write formats that could support it. - Sync debugging output between ZDBSP and ZDoom's internal node builder. SVN r2388 (trunk)
560 lines
15 KiB
C++
560 lines
15 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 = short(orgnode->x >> FRACBITS);
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newnode->y = short(orgnode->y >> FRACBITS);
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newnode->dx = short(orgnode->dx >> FRACBITS);
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newnode->dy = short(orgnode->dy >> FRACBITS);
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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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}
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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) - %3.3f %d,%d\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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}
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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)\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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}
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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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#ifdef DD
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int i, j;
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for (i = 0; i < nodeCount; ++i)
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{
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printf("Node %d:\n", i);
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for (j = 1; j >= 0; --j)
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{
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if (outNodes[i].children[j] & NFX_SUBSECTOR)
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{
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printf(" subsector %d\n", outNodes[i].children[j] & ~NFX_SUBSECTOR);
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}
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else
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{
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printf(" node %d\n", outNodes[i].children[j]);
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}
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}
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}
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for (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 >> FRACBITS;
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newnode->y = orgnode->y >> FRACBITS;
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newnode->dx = orgnode->dx >> FRACBITS;
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newnode->dy = orgnode->dy >> FRACBITS;
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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;
|
|
|
|
for (count = 0; i < max; ++i)
|
|
{
|
|
const FPrivSeg *org = &Segs[SegList[i].SegNum];
|
|
|
|
// 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;
|
|
}
|