Remove dead code

This commit is contained in:
Magnus Norddahl 2023-09-30 23:17:22 +02:00
commit 0c0ca70b28
2 changed files with 9 additions and 24 deletions

View file

@ -644,9 +644,6 @@ void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
front = side->sector;
back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
if (IsControlSector(front))
return;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
@ -1112,7 +1109,7 @@ void DoomLevelSubmesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
}
sector_t *sector = sub->sector;
if (!sector || IsControlSector(sector))
if (!sector)
continue;
CreateFloorSurface(doomMap, sub, sector, nullptr, i);
@ -1149,12 +1146,6 @@ bool DoomLevelSubmesh::IsSkySector(sector_t* sector, int plane)
return sector->GetTexture(plane) == skyflatnum;
}
bool DoomLevelSubmesh::IsControlSector(sector_t* sector)
{
//return sector->controlsector;
return false;
}
bool DoomLevelSubmesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2)
{
// A degenerate triangle has a zero cross product for two of its sides.
@ -1388,14 +1379,7 @@ DoomLevelSubmesh::PlaneAxis DoomLevelSubmesh::BestAxis(const FVector4& p)
void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, LevelMeshSurface& surface)
{
BBox bounds;
FVector3 roundedSize;
int width;
int height;
float d;
const FVector4& plane = surface.plane;
bounds = GetBoundsFromSurface(surface);
BBox bounds = GetBoundsFromSurface(surface);
surface.bounds = bounds;
if (surface.sampleDimension <= 0)
@ -1417,20 +1401,23 @@ void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMap
}
// round off dimensions
FVector3 roundedSize;
for (int i = 0; i < 3; i++)
{
bounds.min[i] = surface.sampleDimension * (floor(bounds.min[i] / surface.sampleDimension) - 1);
bounds.max[i] = surface.sampleDimension * (ceil(bounds.max[i] / surface.sampleDimension) + 1);
roundedSize[i] = (bounds.max[i] - bounds.min[i]) / surface.sampleDimension;
}
FVector3 tCoords[2] = { FVector3(0.0f, 0.0f, 0.0f), FVector3(0.0f, 0.0f, 0.0f) };
PlaneAxis axis = BestAxis(plane);
PlaneAxis axis = BestAxis(surface.plane);
int width;
int height;
switch (axis)
{
default:
case AXIS_YZ:
width = (int)roundedSize.Y;
height = (int)roundedSize.Z;
@ -1481,10 +1468,9 @@ void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMap
LightmapUvs[surface.startUvIndex + i].Y = (tDelta | surface.projLocalToV);
}
// project tCoords so they lie on the plane
d = ((bounds.min | FVector3(plane.X, plane.Y, plane.Z)) - plane.W) / plane[axis]; //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
const FVector4& plane = surface.plane;
float d = ((bounds.min | FVector3(plane.X, plane.Y, plane.Z)) - plane.W) / plane[axis]; //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
for (int i = 0; i < 2; i++)
{
tCoords[i].MakeUnit();

View file

@ -78,7 +78,6 @@ private:
static bool IsTopSideVisible(side_t* side);
static bool IsBottomSideVisible(side_t* side);
static bool IsSkySector(sector_t* sector, int plane);
static bool IsControlSector(sector_t* sector);
static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3)
{