UltimateZoneBuilder/Source/Geometry/LinedefsTracePath.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* 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.
*
*/
#endregion
#region ================== Namespaces
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.Direct3D9;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public class LinedefTracePath : List<Linedef>
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public LinedefTracePath()
{
// Initialize
}
// Constructor
public LinedefTracePath(IEnumerable<Linedef> lines) : base(lines)
{
// Initialize
}
// Constructor
public LinedefTracePath(ICollection<LinedefSide> lines) : base(lines.Count)
{
// Initialize
foreach(LinedefSide ls in lines) base.Add(ls.Line);
}
// Constructor
public LinedefTracePath(LinedefTracePath p, Linedef add) : base(p)
{
// Initialize
base.Add(add);
}
#endregion
#region ================== Methods
// This checks if the polygon is closed
public bool CheckIsClosed()
{
// There must be at least 2 sidedefs
if(base.Count > 1)
{
// The end sidedef must share a vertex with the first
return (base[0].Start == base[base.Count - 1].Start) ||
(base[0].Start == base[base.Count - 1].End) ||
(base[0].End == base[base.Count - 1].Start) ||
(base[0].End == base[base.Count - 1].End);
}
else
{
// Not closed
return false;
}
}
// This makes a polygon from the path
public Polygon MakePolygon()
{
Polygon p = new Polygon();
bool forward = true;
// Any sides at all?
if(base.Count > 0)
{
p.AddLast(new EarClipVertex(base[0].Start.Position));
// Add all lines, but the first
for(int i = 1; i < base.Count; i++)
{
// Traverse direction changes?
if((base[i - 1].Start == base[i].Start) ||
(base[i - 1].End == base[i].End))
forward = !forward;
// Add next vertex
if(forward)
p.AddLast(new EarClipVertex(base[i].Start.Position));
else
p.AddLast(new EarClipVertex(base[i].End.Position));
}
}
return p;
}
#endregion
}
}