UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/ResultSectorInvalid.cs

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#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultSectorInvalid : ErrorResult
{
#region ================== Variables
private readonly Sector sector;
#endregion
#region ================== Properties
public override int Buttons { get { return 1; } }
public override string Button1Text { get { return "Dissolve"; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public ResultSectorInvalid(Sector s)
{
// Initialize
sector = s;
viewobjects.Add(s);
hidden = s.IgnoredErrorChecks.Contains(this.GetType()); //mxd
description = "This sector has invalid geometry (it has less than 3 sidedefs or linedefs, or it's area is 0). This could cause problems with clipping and rendering in the game.";
}
#endregion
#region ================== Methods
// This sets if this result is displayed in ErrorCheckForm (mxd)
internal override void Hide(bool hide)
{
hidden = hide;
Type t = this.GetType();
if(hide) sector.IgnoredErrorChecks.Add(t);
else if(sector.IgnoredErrorChecks.Contains(t)) sector.IgnoredErrorChecks.Remove(t);
}
// This must return the string that is displayed in the listbox
public override string ToString()
{
if(sector.Sidedefs != null && sector.Sidedefs.Count > 2)
return "Area of sector " + sector.Index + " is 0";
return "Sector " + sector.Index + " has " + (sector.Sidedefs == null ? "no" : sector.Sidedefs.Count.ToString()) + " sidedefs";
}
// Rendering
public override void PlotSelection(IRenderer2D renderer)
{
renderer.PlotSector(sector, General.Colors.Selection);
}
// Fix by merging with surrounding geometry/removing
public override bool Button1Click(bool batchMode)
{
if(!batchMode) General.Map.UndoRedo.CreateUndo("Invalid sector correction");
//collect the lines
List<Linedef> lines = new List<Linedef>();
foreach(Sidedef side in sector.Sidedefs)
{
if(!lines.Contains(side.Line) && !side.Line.IsDisposed)
lines.Add(side.Line);
}
//get rid of lines with zero length
foreach(Linedef line in lines)
if(line.Length == 0) line.Dispose();
if(lines.Count == 0)
{
sector.Dispose();
}
else if(lines.Count < 3) //merge with surrounding geometry
{
bool merged = false;
foreach(Sidedef side in sector.Sidedefs)
{
if(side.Other != null && side.Other.Sector != null && sector.Index != side.Other.Sector.Index)
{
sector.Join(side.Other.Sector);
merged = true;
break;
}
}
if(!merged)
{
HashSet<Linedef> sectorlines = new HashSet<Linedef>();
foreach(Sidedef side in sector.Sidedefs) sectorlines.Add(side.Line);
if(sectorlines.Count > 0)
{
List<LinedefSide> newlines = new List<LinedefSide>(sectorlines.Count);
foreach(Linedef line in sectorlines)
{
if(line.Front != null) newlines.Add(new LinedefSide(line, true));
if(line.Back != null) newlines.Add(new LinedefSide(line, false));
}
if(newlines.Count > 0)
{
// If invalid sector is inside another one, join them
Vector2D center = new Vector2D(sector.BBox.X + sector.BBox.Width / 2, sector.BBox.Y + sector.BBox.Height / 2);
Linedef otherline = General.Map.Map.NearestLinedef(center, sectorlines);
Sidedef targetside = (otherline.Front ?? otherline.Back);
if(targetside != null &&
2020-05-21 12:20:02 +00:00
((otherline.Front != null && otherline.Front.Sector != null && otherline.Front.Sector.BBox.Contains((float)center.x, (float)center.y)) ||
otherline.Back != null && otherline.Back.Sector != null && otherline.Back.Sector.BBox.Contains((float)center.x, (float)center.y)))
{
Tools.JoinSector(newlines, targetside);
merged = true;
}
}
}
//oh well, I don't know what else I can do here...
if(!merged) sector.Dispose();
}
}
else //redraw the lines
{
foreach(Linedef line in lines)
{
if(line.IsDisposed) continue;
DrawnVertex start = new DrawnVertex { pos = line.Start.Position, stitch = true, stitchline = true };
DrawnVertex end = new DrawnVertex { pos = line.End.Position, stitch = true, stitchline = true };
Tools.DrawLines(new List<DrawnVertex> { start, end }, false, false);
}
}
General.Map.Map.Update();
return true;
}
#endregion
}
}