Remove dead code
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925e0b114d
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0c0ca70b28
2 changed files with 9 additions and 24 deletions
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@ -644,9 +644,6 @@ void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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front = side->sector;
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back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
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if (IsControlSector(front))
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return;
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FVector2 v1 = ToFVector2(side->V1()->fPos());
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FVector2 v2 = ToFVector2(side->V2()->fPos());
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@ -1112,7 +1109,7 @@ void DoomLevelSubmesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
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}
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sector_t *sector = sub->sector;
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if (!sector || IsControlSector(sector))
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if (!sector)
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continue;
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CreateFloorSurface(doomMap, sub, sector, nullptr, i);
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@ -1149,12 +1146,6 @@ bool DoomLevelSubmesh::IsSkySector(sector_t* sector, int plane)
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return sector->GetTexture(plane) == skyflatnum;
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}
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bool DoomLevelSubmesh::IsControlSector(sector_t* sector)
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{
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//return sector->controlsector;
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return false;
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}
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bool DoomLevelSubmesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2)
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{
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// A degenerate triangle has a zero cross product for two of its sides.
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@ -1388,14 +1379,7 @@ DoomLevelSubmesh::PlaneAxis DoomLevelSubmesh::BestAxis(const FVector4& p)
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void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, LevelMeshSurface& surface)
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{
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BBox bounds;
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FVector3 roundedSize;
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int width;
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int height;
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float d;
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const FVector4& plane = surface.plane;
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bounds = GetBoundsFromSurface(surface);
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BBox bounds = GetBoundsFromSurface(surface);
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surface.bounds = bounds;
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if (surface.sampleDimension <= 0)
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@ -1417,20 +1401,23 @@ void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMap
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}
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// round off dimensions
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FVector3 roundedSize;
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for (int i = 0; i < 3; i++)
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{
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bounds.min[i] = surface.sampleDimension * (floor(bounds.min[i] / surface.sampleDimension) - 1);
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bounds.max[i] = surface.sampleDimension * (ceil(bounds.max[i] / surface.sampleDimension) + 1);
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roundedSize[i] = (bounds.max[i] - bounds.min[i]) / surface.sampleDimension;
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}
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FVector3 tCoords[2] = { FVector3(0.0f, 0.0f, 0.0f), FVector3(0.0f, 0.0f, 0.0f) };
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PlaneAxis axis = BestAxis(plane);
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PlaneAxis axis = BestAxis(surface.plane);
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int width;
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int height;
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switch (axis)
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{
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default:
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case AXIS_YZ:
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width = (int)roundedSize.Y;
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height = (int)roundedSize.Z;
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@ -1481,10 +1468,9 @@ void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMap
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LightmapUvs[surface.startUvIndex + i].Y = (tDelta | surface.projLocalToV);
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}
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// project tCoords so they lie on the plane
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d = ((bounds.min | FVector3(plane.X, plane.Y, plane.Z)) - plane.W) / plane[axis]; //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
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const FVector4& plane = surface.plane;
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float d = ((bounds.min | FVector3(plane.X, plane.Y, plane.Z)) - plane.W) / plane[axis]; //d = (plane->PointToDist(bounds.min)) / plane->Normal()[axis];
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for (int i = 0; i < 2; i++)
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{
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tCoords[i].MakeUnit();
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@ -78,7 +78,6 @@ private:
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static bool IsTopSideVisible(side_t* side);
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static bool IsBottomSideVisible(side_t* side);
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static bool IsSkySector(sector_t* sector, int plane);
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static bool IsControlSector(sector_t* sector);
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static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3)
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{
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