Remove unused code and make functions private

This commit is contained in:
Magnus Norddahl 2023-12-23 02:03:38 +01:00
commit 4b5882e030

View file

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