Remove unused code and make functions private
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712c664a2c
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4b5882e030
1 changed files with 2 additions and 32 deletions
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@ -42,14 +42,8 @@ public:
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unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const override { return (unsigned int)(ptrdiff_t)(static_cast<const DoomLevelMeshSurface*>(surface) - Surfaces.Data()); }
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int GetSurfaceCount() override { return Surfaces.Size(); }
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// Used by Maploader
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void LinkSurfaces(FLevelLocals& doomMap);
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void PackLightmapAtlas(FLevelLocals& doomMap, int lightmapStartIndex);
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TArray<DoomLevelMeshSurface> Surfaces;
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TArray<std::unique_ptr<DoomLevelMeshSurface*[]>> PolyLMSurfaces;
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TArray<HWWall> Portals;
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private:
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@ -66,28 +60,8 @@ private:
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void CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, std::map<LightmapTileBinding, int>& bindings, TArray<HWWall>& list, bool isSky, bool translucent);
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void CreateFlatSurface(HWFlatDispatcher& disp, MeshBuilder& state, std::map<LightmapTileBinding, int>& bindings, TArray<HWFlat>& list, bool isSky = false);
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static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3)
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{
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FVector3 n = ((pt2 - pt1) ^ (pt3 - pt2)).Unit();
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float d = pt1 | n;
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return FVector4(n.X, n.Y, n.Z, d);
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}
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static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3, const FVector3& pt4)
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{
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if (pt1.ApproximatelyEquals(pt3))
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{
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return ToPlane(pt1, pt2, pt4);
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}
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else if (pt1.ApproximatelyEquals(pt2) || pt2.ApproximatelyEquals(pt3))
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{
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return ToPlane(pt1, pt3, pt4);
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}
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return ToPlane(pt1, pt2, pt3);
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}
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// Lightmapper
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void LinkSurfaces(FLevelLocals& doomMap);
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void PackLightmapAtlas(FLevelLocals& doomMap, int lightmapStartIndex);
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enum PlaneAxis
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{
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@ -103,10 +77,6 @@ private:
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int AddSurfaceToTile(const DoomLevelMeshSurface& surf, std::map<LightmapTileBinding, int>& bindings);
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int GetSampleDimension(const DoomLevelMeshSurface& surf);
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static FVector2 ToFVector2(const DVector2& v) { return FVector2((float)v.X, (float)v.Y); }
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static FVector3 ToFVector3(const DVector3& v) { return FVector3((float)v.X, (float)v.Y, (float)v.Z); }
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static FVector4 ToFVector4(const DVector4& v) { return FVector4((float)v.X, (float)v.Y, (float)v.Z, (float)v.W); }
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DoomLevelMesh* LevelMesh = nullptr;
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bool StaticMesh = true;
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};
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