2007-06-13 19:39:38 +00:00
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2007-06-14 23:31:57 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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2007-06-13 19:39:38 +00:00
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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2007-06-14 23:31:57 +00:00
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#endregion
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#region ================== Namespaces
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2007-06-13 19:39:38 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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2007-06-14 12:37:46 +00:00
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using CodeImp.DoomBuilder.Geometry;
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2007-07-07 09:40:34 +00:00
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using SlimDX.Direct3D;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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2007-06-13 19:39:38 +00:00
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2007-06-14 23:31:57 +00:00
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#endregion
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2007-06-13 19:39:38 +00:00
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namespace CodeImp.DoomBuilder.Map
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{
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2007-06-14 13:09:55 +00:00
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internal class MapSet : IDisposable
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2007-06-13 19:39:38 +00:00
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{
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#region ================== Constants
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2007-07-07 09:40:34 +00:00
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// Minimum size for primitives in buffers
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private const int MIN_PRIMITIVE_COUNT = 500;
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private const int VERTS_PER_LINEDEF = 2;
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2007-06-13 19:39:38 +00:00
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#endregion
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#region ================== Variables
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2007-06-14 12:37:46 +00:00
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// Map structures
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private LinkedList<Vertex> vertices;
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private LinkedList<Linedef> linedefs;
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private LinkedList<Sidedef> sidedefs;
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private LinkedList<Sector> sectors;
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private LinkedList<Thing> things;
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2007-07-07 09:40:34 +00:00
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// Rendering
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private bool renderenabled = false;
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private int updating = 0;
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private ManagedVertexBuffer verts;
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private ManagedVertexBuffer lines;
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2007-06-13 19:39:38 +00:00
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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2007-06-14 12:37:46 +00:00
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public ICollection<Vertex> Vertices { get { return vertices; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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public ICollection<Sector> Sectors { get { return sectors; } }
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public ICollection<Thing> Things { get { return things; } }
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2007-06-13 19:39:38 +00:00
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public bool IsDisposed { get { return isdisposed; } }
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2007-07-07 09:40:34 +00:00
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public bool IsRenderEnabled { get { return renderenabled; } }
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public bool IsUpdating { get { return updating > 0; } }
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public ManagedVertexBuffer VerticesBuffer { get { return verts; } }
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public ManagedVertexBuffer LinedefsBuffer { get { return lines; } }
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2007-06-13 19:39:38 +00:00
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#endregion
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#region ================== Constructor / Disposer
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2007-06-14 12:37:46 +00:00
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// Constructor for new empty map
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2007-06-14 13:09:55 +00:00
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public MapSet()
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2007-06-13 19:39:38 +00:00
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{
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// Initialize
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2007-06-14 12:37:46 +00:00
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vertices = new LinkedList<Vertex>();
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linedefs = new LinkedList<Linedef>();
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sidedefs = new LinkedList<Sidedef>();
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sectors = new LinkedList<Sector>();
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things = new LinkedList<Thing>();
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2007-06-13 19:39:38 +00:00
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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2007-06-14 12:37:46 +00:00
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ArrayList list;
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2007-06-13 19:39:38 +00:00
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// Not already disposed?
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if(!isdisposed)
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{
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2007-06-14 12:37:46 +00:00
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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2007-07-07 09:40:34 +00:00
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// No more rendering
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DisableRendering();
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updating = 0;
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2007-06-14 12:37:46 +00:00
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// Dispose all things
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list = new ArrayList(things);
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foreach(Thing t in list) t.Dispose();
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// Dispose all sectors
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list = new ArrayList(sectors);
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foreach(Sector s in list) s.Dispose();
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// Dispose all sidedefs
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list = new ArrayList(sidedefs);
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foreach(Sidedef sd in list) sd.Dispose();
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// Dispose all linedefs
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list = new ArrayList(linedefs);
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foreach(Linedef l in list) l.Dispose();
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2007-06-13 19:39:38 +00:00
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2007-06-14 12:37:46 +00:00
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// Dispose all vertices
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list = new ArrayList(vertices);
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foreach(Vertex v in list) v.Dispose();
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// Clean up
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vertices = null;
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linedefs = null;
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sidedefs = null;
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sectors = null;
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things = null;
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2007-06-24 18:56:43 +00:00
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// We may spend some time to clean things up here
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GC.Collect();
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2007-06-14 12:37:46 +00:00
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2007-06-13 19:39:38 +00:00
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// Done
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isdisposed = true;
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}
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}
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#endregion
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2007-06-14 12:37:46 +00:00
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#region ================== Management
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2007-06-14 13:09:55 +00:00
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// This makes a deep copy and returns a new MapSet
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public MapSet Clone()
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{
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Dictionary<Vertex, Vertex> vertexlink = new Dictionary<Vertex,Vertex>(vertices.Count);
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Dictionary<Linedef, Linedef> linedeflink = new Dictionary<Linedef, Linedef>(linedefs.Count);
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Dictionary<Sector, Sector> sectorlink = new Dictionary<Sector, Sector>(sectors.Count);
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// Create the map set
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MapSet newset = new MapSet();
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Make new vertex
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Vertex nv = newset.CreateVertex(v.Position);
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vertexlink.Add(v, nv);
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}
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Make new linedef
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Linedef nl = newset.CreateLinedef(vertexlink[l.Start], vertexlink[l.End]);
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linedeflink.Add(l, nl);
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// Copy properties
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l.CopyPropertiesTo(nl);
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// Recalculate
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2007-07-07 09:40:34 +00:00
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l.Update();
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2007-06-14 13:09:55 +00:00
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}
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Make new sector
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Sector ns = newset.CreateSector();
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sectorlink.Add(s, ns);
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// Copy properties
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s.CopyPropertiesTo(ns);
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}
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// Go for all sidedefs
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foreach(Sidedef d in sidedefs)
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{
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// Make new sidedef
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Sidedef nd = newset.CreateSidedef(linedeflink[d.Line], d.IsFront, sectorlink[d.Sector]);
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// Copy properties
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d.CopyPropertiesTo(nd);
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}
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// Go for all things
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foreach(Thing t in things)
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{
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// Make new thing
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2007-06-24 18:56:43 +00:00
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Thing nt = newset.CreateThing();
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// Copy properties
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t.CopyPropertiesTo(nt);
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}
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// Return the new set
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return newset;
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}
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2007-06-14 12:37:46 +00:00
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// This creates a new vertex
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public Vertex CreateVertex(Vector2D pos)
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{
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LinkedListNode<Vertex> listitem;
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Vertex v;
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// Make a list item
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listitem = new LinkedListNode<Vertex>(null);
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// Make the vertex
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v = new Vertex(this, listitem, pos);
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listitem.Value = v;
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// Add vertex to the list
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vertices.AddLast(listitem);
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2007-07-07 09:40:34 +00:00
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// Add vertex to rendering bufer
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if(renderenabled) v.BufferIndex = verts.AddItem();
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2007-06-14 12:37:46 +00:00
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// Return result
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return v;
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}
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// This creates a new linedef
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public Linedef CreateLinedef(Vertex start, Vertex end)
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{
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LinkedListNode<Linedef> listitem;
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Linedef l;
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// Make a list item
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listitem = new LinkedListNode<Linedef>(null);
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// Make the linedef
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l = new Linedef(this, listitem, start, end);
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listitem.Value = l;
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// Add linedef to the list
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linedefs.AddLast(listitem);
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2007-07-07 09:40:34 +00:00
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// Add linedef to rendering bufer
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if(renderenabled) l.BufferIndex = lines.AddItem();
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2007-06-14 12:37:46 +00:00
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// Return result
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return l;
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}
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// This creates a new sidedef
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public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
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{
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LinkedListNode<Sidedef> listitem;
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Sidedef sd;
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// Make a list item
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listitem = new LinkedListNode<Sidedef>(null);
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// Make the sidedef
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sd = new Sidedef(this, listitem, l, front, s);
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listitem.Value = sd;
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// Add sidedef to the list
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sidedefs.AddLast(listitem);
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// Return result
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return sd;
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}
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// This creates a new sector
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public Sector CreateSector()
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{
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LinkedListNode<Sector> listitem;
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Sector s;
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// Make a list item
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listitem = new LinkedListNode<Sector>(null);
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// Make the sector
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s = new Sector(this, listitem);
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listitem.Value = s;
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// Add sector to the list
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sectors.AddLast(listitem);
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// Return result
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return s;
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}
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// This creates a new thing
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public Thing CreateThing()
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{
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LinkedListNode<Thing> listitem;
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Thing t;
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// Make a list item
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listitem = new LinkedListNode<Thing>(null);
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// Make the thing
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2007-06-24 18:56:43 +00:00
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t = new Thing(this, listitem);
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listitem.Value = t;
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// Add thing to the list
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things.AddLast(listitem);
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// Return result
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return t;
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}
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#endregion
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2007-07-07 09:40:34 +00:00
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#region ================== Resources
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// This reloads vertices into rendering buffer
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private void ReloadVertices()
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{
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// Update all vertices to buffer
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foreach(Vertex v in vertices) v.UpdateToBuffer();
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}
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// This reloads linedefs into rendering buffer
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private void ReloadLinedefs()
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{
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// Update all linedefs to buffer
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foreach(Linedef l in linedefs) l.UpdateToBuffer();
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}
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#endregion
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#region ================== Rendering
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// This enables rendering of map structures
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public void EnableRendering()
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{
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// Not already enabled?
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if(!renderenabled)
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{
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// Enable rendering
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renderenabled = true;
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// Create buffers
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verts = new ManagedVertexBuffer(PTVertex.Stride * Vertex.BUFFERVERTICES, vertices.Count);
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lines = new ManagedVertexBuffer(PTVertex.Stride * Linedef.BUFFERVERTICES, linedefs.Count);
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// Go for all vertices to add to the buffer
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foreach(Vertex v in vertices) v.BufferIndex = verts.AddItem();
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// Go for all linedefs to add to the buffer
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foreach(Linedef l in linedefs) l.BufferIndex = lines.AddItem();
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// Attach events
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verts.ReloadResources += new ReloadResourceDelegate(ReloadVertices);
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lines.ReloadResources += new ReloadResourceDelegate(ReloadLinedefs);
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}
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}
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// This disables rendering of map structures
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public void DisableRendering()
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{
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// Disable rendering
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renderenabled = false;
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// Stop any updating
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while(updating > 0) EndUpdate();
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// Trash buffers
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if(verts != null) verts.Dispose();
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if(lines != null) lines.Dispose();
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verts = null;
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lines = null;
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}
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// This locks the buffers for updates
|
|
|
|
public void BeginUpdate()
|
|
|
|
{
|
|
|
|
// Not already updating
|
|
|
|
if(updating == 0)
|
|
|
|
{
|
|
|
|
// Lock buffers for updating
|
|
|
|
verts.BeginUpdate();
|
|
|
|
lines.BeginUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now updating
|
|
|
|
updating++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This unlocks the buffers
|
|
|
|
public void EndUpdate()
|
|
|
|
{
|
|
|
|
// Updating?
|
|
|
|
if(updating > 0)
|
|
|
|
{
|
|
|
|
// No longer updating
|
|
|
|
updating--;
|
|
|
|
|
|
|
|
// Done updating?
|
|
|
|
if(updating == 0)
|
|
|
|
{
|
|
|
|
// Unlock buffers
|
|
|
|
verts.EndUpdate();
|
|
|
|
lines.EndUpdate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// This updates all structures if needed
|
|
|
|
public void Update()
|
|
|
|
{
|
|
|
|
// Updating begins now
|
|
|
|
BeginUpdate();
|
|
|
|
|
|
|
|
// Update all vertices
|
|
|
|
foreach(Vertex v in vertices) v.Update();
|
|
|
|
|
|
|
|
// Update all linedefs
|
|
|
|
foreach(Linedef l in linedefs) l.Update();
|
|
|
|
|
|
|
|
// Updating has finished
|
|
|
|
EndUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
2007-06-14 12:37:46 +00:00
|
|
|
#region ================== Static Tools
|
|
|
|
|
|
|
|
// This finds the line closest to the specified position
|
|
|
|
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
|
|
|
|
{
|
|
|
|
Linedef closest = null;
|
|
|
|
float distance = float.MaxValue;
|
|
|
|
float d;
|
|
|
|
|
|
|
|
// Go for all linedefs in selection
|
|
|
|
foreach(Linedef l in selection)
|
|
|
|
{
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
|
|
d = l.DistanceToSq(pos, true);
|
|
|
|
if(d < distance)
|
|
|
|
{
|
|
|
|
// This one is closer
|
|
|
|
closest = l;
|
|
|
|
distance = d;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return result
|
|
|
|
return closest;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This finds the vertex closest to the specified position
|
|
|
|
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
|
|
|
|
{
|
|
|
|
Vertex closest = null;
|
|
|
|
float distance = float.MaxValue;
|
|
|
|
float d;
|
|
|
|
|
|
|
|
// Go for all vertices in selection
|
|
|
|
foreach(Vertex v in selection)
|
|
|
|
{
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
|
|
d = v.DistanceToSq(pos);
|
|
|
|
if(d < distance)
|
|
|
|
{
|
|
|
|
// This one is closer
|
|
|
|
closest = v;
|
|
|
|
distance = d;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return result
|
|
|
|
return closest;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region ================== Tools
|
|
|
|
|
|
|
|
// This finds the line closest to the specified position
|
2007-06-14 13:09:55 +00:00
|
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
2007-06-13 19:39:38 +00:00
|
|
|
|
2007-06-14 12:37:46 +00:00
|
|
|
// This finds the vertex closest to the specified position
|
2007-06-14 13:09:55 +00:00
|
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
|
2007-06-13 19:39:38 +00:00
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|