465 lines
12 KiB
C++
465 lines
12 KiB
C++
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#include "templates.h"
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#include "doom_levelmesh.h"
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#include "g_levellocals.h"
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#include "texturemanager.h"
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#include "playsim/p_lnspec.h"
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#include "c_dispatch.h"
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#include "g_levellocals.h"
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CCMD(dumplevelmesh)
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{
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if (level.levelMesh)
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{
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level.levelMesh->DumpMesh(FString("levelmesh.obj"));
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Printf("Level mesh exported.");
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}
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else
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{
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Printf("No level mesh. Perhaps your level has no lightmap loaded?");
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}
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}
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DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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{
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for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
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{
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CreateSideSurfaces(doomMap, &doomMap.sides[i]);
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}
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CreateSubsectorSurfaces(doomMap);
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for (size_t i = 0; i < Surfaces.Size(); i++)
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{
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const Surface &s = Surfaces[i];
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int numVerts = s.numVerts;
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unsigned int pos = s.startVertIndex;
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FVector3* verts = &MeshVertices[pos];
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for (int j = 0; j < numVerts; j++)
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{
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MeshUVIndex.Push(j);
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}
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if (s.type == ST_FLOOR || s.type == ST_CEILING)
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{
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for (int j = 2; j < numVerts; j++)
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{
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if (!IsDegenerate(verts[0], verts[j - 1], verts[j]))
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{
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MeshElements.Push(pos);
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MeshElements.Push(pos + j - 1);
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MeshElements.Push(pos + j);
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MeshSurfaces.Push((int)i);
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}
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}
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}
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else if (s.type == ST_MIDDLEWALL || s.type == ST_UPPERWALL || s.type == ST_LOWERWALL)
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{
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if (!IsDegenerate(verts[0], verts[1], verts[2]))
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{
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MeshElements.Push(pos + 0);
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MeshElements.Push(pos + 1);
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MeshElements.Push(pos + 2);
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MeshSurfaces.Push((int)i);
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}
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if (!IsDegenerate(verts[1], verts[2], verts[3]))
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{
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MeshElements.Push(pos + 3);
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MeshElements.Push(pos + 2);
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MeshElements.Push(pos + 1);
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MeshSurfaces.Push((int)i);
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}
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}
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}
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Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
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}
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void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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{
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sector_t *front;
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sector_t *back;
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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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float v1Top = (float)front->ceilingplane.ZatPoint(v1);
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float v1Bottom = (float)front->floorplane.ZatPoint(v1);
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float v2Top = (float)front->ceilingplane.ZatPoint(v2);
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float v2Bottom = (float)front->floorplane.ZatPoint(v2);
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int typeIndex = side->Index();
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FVector2 dx(v2.X - v1.X, v2.Y - v1.Y);
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float distance = dx.Length();
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// line_horizont consumes everything
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if (side->linedef->special == Line_Horizon && front != back)
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{
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Surface surf;
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surf.type = ST_MIDDLEWALL;
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surf.typeIndex = typeIndex;
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surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
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FVector3 verts[4];
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verts[0].X = verts[2].X = v1.X;
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verts[0].Y = verts[2].Y = v1.Y;
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verts[1].X = verts[3].X = v2.X;
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verts[1].Y = verts[3].Y = v2.Y;
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verts[0].Z = v1Bottom;
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verts[1].Z = v2Bottom;
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verts[2].Z = v1Top;
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verts[3].Z = v2Top;
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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Surfaces.Push(surf);
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return;
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}
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if (back)
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{
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for (unsigned int j = 0; j < front->e->XFloor.ffloors.Size(); j++)
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{
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F3DFloor *xfloor = front->e->XFloor.ffloors[j];
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// Don't create a line when both sectors have the same 3d floor
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bool bothSides = false;
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for (unsigned int k = 0; k < back->e->XFloor.ffloors.Size(); k++)
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{
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if (back->e->XFloor.ffloors[k] == xfloor)
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{
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bothSides = true;
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break;
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}
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}
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if (bothSides)
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continue;
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Surface surf;
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surf.type = ST_MIDDLEWALL;
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surf.typeIndex = typeIndex;
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surf.controlSector = xfloor->model;
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surf.bSky = false;
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FVector3 verts[4];
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verts[0].X = verts[2].X = v2.X;
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verts[0].Y = verts[2].Y = v2.Y;
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verts[1].X = verts[3].X = v1.X;
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verts[1].Y = verts[3].Y = v1.Y;
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verts[0].Z = (float)xfloor->model->floorplane.ZatPoint(v2);
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verts[1].Z = (float)xfloor->model->floorplane.ZatPoint(v1);
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verts[2].Z = (float)xfloor->model->ceilingplane.ZatPoint(v2);
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verts[3].Z = (float)xfloor->model->ceilingplane.ZatPoint(v1);
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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Surfaces.Push(surf);
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}
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float v1TopBack = (float)back->ceilingplane.ZatPoint(v1);
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float v1BottomBack = (float)back->floorplane.ZatPoint(v1);
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float v2TopBack = (float)back->ceilingplane.ZatPoint(v2);
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float v2BottomBack = (float)back->floorplane.ZatPoint(v2);
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if (v1Top == v1TopBack && v1Bottom == v1BottomBack && v2Top == v2TopBack && v2Bottom == v2BottomBack)
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{
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return;
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}
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// bottom seg
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if (v1Bottom < v1BottomBack || v2Bottom < v2BottomBack)
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{
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if (IsBottomSideVisible(side))
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{
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Surface surf;
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FVector3 verts[4];
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verts[0].X = verts[2].X = v1.X;
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verts[0].Y = verts[2].Y = v1.Y;
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verts[1].X = verts[3].X = v2.X;
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verts[1].Y = verts[3].Y = v2.Y;
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verts[0].Z = v1Bottom;
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verts[1].Z = v2Bottom;
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verts[2].Z = v1BottomBack;
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verts[3].Z = v2BottomBack;
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_LOWERWALL;
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surf.typeIndex = typeIndex;
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surf.bSky = false;
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surf.controlSector = nullptr;
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Surfaces.Push(surf);
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}
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v1Bottom = v1BottomBack;
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v2Bottom = v2BottomBack;
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}
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// top seg
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if (v1Top > v1TopBack || v2Top > v2TopBack)
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{
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bool bSky = IsTopSideSky(front, back, side);
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if (bSky || IsTopSideVisible(side))
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{
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Surface surf;
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FVector3 verts[4];
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verts[0].X = verts[2].X = v1.X;
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verts[0].Y = verts[2].Y = v1.Y;
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verts[1].X = verts[3].X = v2.X;
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verts[1].Y = verts[3].Y = v2.Y;
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verts[0].Z = v1TopBack;
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verts[1].Z = v2TopBack;
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verts[2].Z = v1Top;
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verts[3].Z = v2Top;
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_UPPERWALL;
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surf.typeIndex = typeIndex;
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surf.bSky = bSky;
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surf.controlSector = nullptr;
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Surfaces.Push(surf);
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}
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v1Top = v1TopBack;
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v2Top = v2TopBack;
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}
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}
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// middle seg
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if (back == nullptr)
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{
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Surface surf;
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surf.bSky = false;
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FVector3 verts[4];
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verts[0].X = verts[2].X = v1.X;
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verts[0].Y = verts[2].Y = v1.Y;
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verts[1].X = verts[3].X = v2.X;
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verts[1].Y = verts[3].Y = v2.Y;
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verts[0].Z = v1Bottom;
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verts[1].Z = v2Bottom;
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verts[2].Z = v1Top;
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verts[3].Z = v2Top;
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surf.startVertIndex = MeshVertices.Size();
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surf.numVerts = 4;
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surf.bSky = false;
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MeshVertices.Push(verts[0]);
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MeshVertices.Push(verts[1]);
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MeshVertices.Push(verts[2]);
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MeshVertices.Push(verts[3]);
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surf.plane = ToPlane(verts[0], verts[1], verts[2]);
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surf.type = ST_MIDDLEWALL;
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surf.typeIndex = typeIndex;
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surf.controlSector = nullptr;
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Surfaces.Push(surf);
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}
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}
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void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, int typeIndex, bool is3DFloor)
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{
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Surface surf;
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surf.bSky = IsSkySector(sector, sector_t::floor);
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if (!is3DFloor)
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{
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surf.plane = sector->floorplane;
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}
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else
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{
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surf.plane = sector->ceilingplane;
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surf.plane.FlipVert();
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}
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surf.numVerts = sub->numlines;
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surf.startVertIndex = MeshVertices.Size();
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MeshVertices.Resize(surf.startVertIndex + surf.numVerts);
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FVector3* verts = &MeshVertices[surf.startVertIndex];
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for (int j = 0; j < surf.numVerts; j++)
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{
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seg_t *seg = &sub->firstline[(surf.numVerts - 1) - j];
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FVector2 v1 = ToFVector2(seg->v1->fPos());
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verts[j].X = v1.X;
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verts[j].Y = v1.Y;
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verts[j].Z = (float)surf.plane.ZatPoint(verts[j]);
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}
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surf.type = ST_FLOOR;
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surf.typeIndex = typeIndex;
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surf.controlSector = is3DFloor ? sector : nullptr;
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Surfaces.Push(surf);
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}
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void DoomLevelMesh::CreateCeilingSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, int typeIndex, bool is3DFloor)
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{
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Surface surf;
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surf.bSky = IsSkySector(sector, sector_t::ceiling);
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if (!is3DFloor)
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{
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surf.plane = sector->ceilingplane;
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}
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else
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{
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surf.plane = sector->floorplane;
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surf.plane.FlipVert();
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}
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surf.numVerts = sub->numlines;
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surf.startVertIndex = MeshVertices.Size();
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MeshVertices.Resize(surf.startVertIndex + surf.numVerts);
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FVector3* verts = &MeshVertices[surf.startVertIndex];
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for (int j = 0; j < surf.numVerts; j++)
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{
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seg_t *seg = &sub->firstline[j];
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FVector2 v1 = ToFVector2(seg->v1->fPos());
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verts[j].X = v1.X;
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verts[j].Y = v1.Y;
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verts[j].Z = (float)surf.plane.ZatPoint(verts[j]);
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}
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surf.type = ST_CEILING;
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surf.typeIndex = typeIndex;
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surf.controlSector = is3DFloor ? sector : nullptr;
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Surfaces.Push(surf);
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}
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void DoomLevelMesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
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{
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for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
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{
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subsector_t *sub = &doomMap.subsectors[i];
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if (sub->numlines < 3)
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{
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continue;
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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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continue;
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CreateFloorSurface(doomMap, sub, sector, i, false);
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CreateCeilingSurface(doomMap, sub, sector, i, false);
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for (unsigned int j = 0; j < sector->e->XFloor.ffloors.Size(); j++)
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{
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CreateFloorSurface(doomMap, sub, sector->e->XFloor.ffloors[j]->model, i, true);
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CreateCeilingSurface(doomMap, sub, sector->e->XFloor.ffloors[j]->model, i, true);
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}
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}
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}
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bool DoomLevelMesh::IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side)
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{
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return IsSkySector(frontsector, sector_t::ceiling) && IsSkySector(backsector, sector_t::ceiling);
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}
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bool DoomLevelMesh::IsTopSideVisible(side_t* side)
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{
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auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::top), true);
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return tex && tex->isValid();
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}
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bool DoomLevelMesh::IsBottomSideVisible(side_t* side)
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{
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auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::bottom), true);
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return tex && tex->isValid();
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}
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bool DoomLevelMesh::IsSkySector(sector_t* sector, int plane)
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{
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// plane is either sector_t::ceiling or sector_t::floor
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return sector->GetTexture(plane) == skyflatnum;
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}
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bool DoomLevelMesh::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 DoomLevelMesh::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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float ax = v1.X - v0.X;
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float ay = v1.Y - v0.Y;
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float az = v1.Z - v0.Z;
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float bx = v2.X - v0.X;
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float by = v2.Y - v0.Y;
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float bz = v2.Z - v0.Z;
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float crossx = ay * bz - az * by;
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float crossy = az * bx - ax * bz;
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float crossz = ax * by - ay * bx;
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float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz;
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return crosslengthsqr <= 1.e-6f;
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}
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void DoomLevelMesh::DumpMesh(const FString& filename) const
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{
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auto f = fopen(filename.GetChars(), "w");
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fprintf(f, "# DoomLevelMesh debug export\n");
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fprintf(f, "# MeshVertices: %d, MeshElements: %d\n", MeshVertices.Size(), MeshElements.Size());
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double scale = 1 / 100.0;
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for (const auto& v : MeshVertices)
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{
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fprintf(f, "v %f %f %f\n", v.X * scale, v.Y * scale, v.Z * scale);
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}
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const auto s = MeshElements.Size();
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for (auto i = 0; i + 2 < s; i += 3)
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{
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fprintf(f, "f %d %d %d\n", MeshElements[i] + 1, MeshElements[i + 1] + 1, MeshElements[i + 2] + 1);
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}
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fclose(f);
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}
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