- started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now. * changed some methods of the model renderer to take a render style parameter instead of a full actor.
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30 changed files with 179 additions and 168 deletions
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@ -2017,3 +2017,52 @@ subsector_t *FLevelLocals::PointInRenderSubsector (fixed_t x, fixed_t y)
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return (subsector_t *)((uint8_t *)node - 1);
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}
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//==========================================================================
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//
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// FBoundingBox :: BoxOnLineSide
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//
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// Considers the line to be infinite
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// Returns side 0 or 1, -1 if box crosses the line.
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//
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//==========================================================================
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int BoxOnLineSide(const FBoundingBox &box, const line_t* ld)
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{
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int p1;
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int p2;
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if (ld->Delta().X == 0)
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{ // ST_VERTICAL
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p1 = box.Right() < ld->v1->fX();
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p2 = box.Left() < ld->v1->fX();
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if (ld->Delta().Y < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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}
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else if (ld->Delta().Y == 0)
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{ // ST_HORIZONTAL:
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p1 = box.Top() > ld->v1->fY();
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p2 = box.Bottom() > ld->v1->fY();
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if (ld->Delta().X < 0)
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{
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p1 ^= 1;
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p2 ^= 1;
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}
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}
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else if ((ld->Delta().X * ld->Delta().Y) >= 0)
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{ // ST_POSITIVE:
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p1 = P_PointOnLineSide(box.Left(), box.Top(), ld);
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p2 = P_PointOnLineSide(box.Right(), box.Bottom(), ld);
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}
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else
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{ // ST_NEGATIVE:
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p1 = P_PointOnLineSide(box.Right(), box.Top(), ld);
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p2 = P_PointOnLineSide(box.Left(), box.Bottom(), ld);
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}
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return (p1 == p2) ? p1 : -1;
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}
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