UltimateZoneBuilder/Source/Map/Vertex.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
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#endregion
#region ================== Namespaces
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using SlimDX.Direct3D;
using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Map
{
internal class Vertex : IDisposable
{
#region ================== Constants
public const int BUFFERVERTICES = 1;
public const int RENDERPRIMITIVES = 1;
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#endregion
#region ================== Variables
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// Map
private MapSet map;
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// List items
private LinkedListNode<Vertex> mainlistitem;
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// Position
private Vector2D pos;
// References
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private LinkedList<Linedef> linedefs;
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// Rendering
private bool updateneeded;
private int bufferindex;
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// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public Vector2D Position { get { return pos; } }
public int BufferIndex { get { return bufferindex; } set { bufferindex = value; } }
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public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Vertex(MapSet map, LinkedListNode<Vertex> listitem, Vector2D pos)
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{
// Initialize
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this.map = map;
this.linedefs = new LinkedList<Linedef>();
this.mainlistitem = listitem;
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this.pos = pos;
this.updateneeded = true;
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// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
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// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Remove from main list
mainlistitem.List.Remove(mainlistitem);
// Remove from rendering buffer
if(map.IsRenderEnabled) map.VerticesBuffer.FreeItem(bufferindex);
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// Dispose the lines that are attached to this vertex
// because a linedef cannot exist without 2 vertices.
foreach(Linedef l in linedefs) l.Dispose();
// Clean up
linedefs = null;
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mainlistitem = null;
map = null;
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}
}
#endregion
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#region ================== Management
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// This attaches a linedef and returns the listitem
public LinkedListNode<Linedef> AttachLinedef(Linedef l) { return linedefs.AddLast(l); }
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// This detaches a linedef
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public void DetachLinedef(LinkedListNode<Linedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove linedef
linedefs.Remove(l);
// No more linedefs left?
if(linedefs.Count == 0)
{
// This vertex is now useless, dispose it
this.Dispose();
}
}
}
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// This rounds the coordinates to integrals
public void Round()
{
// Round to integrals
pos.x = (float)Math.Round(pos.x);
pos.y = (float)Math.Round(pos.y);
updateneeded = true;
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}
// This updates the vertex when changes have been made
public void Update()
{
// Update if needed
if(updateneeded)
{
// Updated
updateneeded = false;
// If rendering is enabled, then update to buffer as well
if(map.IsRenderEnabled && map.IsUpdating) UpdateToBuffer();
}
}
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#endregion
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#region ================== Rendering
// This writes the vertex to buffer
public void UpdateToBuffer()
{
PTVertex v = new PTVertex();
// Not up to date? Then do that first (Update will call this method again)
if(updateneeded) { Update(); return; }
// Seek to start of item
map.VerticesBuffer.SeekToItem(bufferindex);
// Write vertices to buffer
v.x = pos.x;
v.y = pos.y;
v.z = 0f;
v.c = Color.SlateBlue.ToArgb();
map.VerticesBuffer.WriteItem(v);
}
#endregion
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#region ================== Methods
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// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{
Vector2D delta = p - pos;
return delta.GetLengthSq();
}
// This returns the distance from given coordinates
public float DistanceTo(Vector2D p)
{
Vector2D delta = p - pos;
return delta.GetLength();
}
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// This finds the line closest to the specified position
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
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#endregion
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#region ================== Changes
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// This moves the vertex
public void Move(Vector2D newpos)
{
// Change position
pos = newpos;
updateneeded = true;
// Let all lines know they need an update
foreach(Linedef l in linedefs) l.NeedUpdate();
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}
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#endregion
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}
}