UltimateZoneBuilder/Source/Core/Geometry/Tools.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.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
/// <summary>
/// Tools to work with geometry.
/// </summary>
public static class Tools
{
#region ================== Structures
private struct SidedefSettings
{
public string newtexhigh;
public string newtexmid;
public string newtexlow;
}
public struct SidedefFillJob
{
public Sidedef sidedef;
// Moving forward along the sidedef?
public bool forward;
}
#endregion
#region ================== Constants
//mxd
private const float MINIMUM_INTERSECTION_DISTANCE = 0.25f;
#endregion
#region ================== Polygons and Triangles
// Point inside the polygon?
// See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/
public static bool PointInPolygon(ICollection<Vector2D> polygon, Vector2D point)
{
Vector2D v1 = General.GetByIndex(polygon, polygon.Count - 1);
uint c = 0;
// Go for all vertices
foreach(Vector2D v2 in polygon)
{
// Determine min/max values
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double miny = Math.Min(v1.y, v2.y);
double maxy = Math.Max(v1.y, v2.y);
double maxx = Math.Max(v1.x, v2.x);
// Check for intersection
if((point.y > miny) && (point.y <= maxy))
{
if(point.x <= maxx)
{
if(v1.y != v2.y)
{
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double xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
if((v1.x == v2.x) || (point.x <= xint)) c++;
}
}
}
// Move to next
v1 = v2;
}
// Inside this polygon?
return (c & 0x00000001UL) != 0;
}
#endregion
#region ================== Pathfinding
/// <summary>
/// This finds a potential sector at the given coordinates,
/// or returns null when a sector is not possible there.
/// </summary>
public static List<LinedefSide> FindPotentialSectorAt(Vector2D pos)
{
// Find the nearest line and determine side, then use the other method to create the sector
Linedef l = General.Map.Map.NearestLinedef(pos);
return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
}
/// <summary>
/// This finds a potential sector starting at the given line and side,
/// or returns null when sector is not possible.
/// </summary>
public static List<LinedefSide> FindPotentialSectorAt(Linedef line, bool front)
{
List<LinedefSide> alllines = new List<LinedefSide>();
// Find the outer lines
EarClipPolygon p = FindOuterLines(line, front, alllines);
if(p != null)
{
// Find the inner lines
FindInnerLines(p, alllines);
return alllines;
}
return null;
}
// This finds the inner lines of the sector and adds them to the sector polygon
private static void FindInnerLines(EarClipPolygon p, List<LinedefSide> alllines)
{
bool findmore;
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double foundangle = 0f;
RectangleF bbox = p.CreateBBox();
do
{
findmore = false;
// Go for all vertices to find the right-most vertex inside the polygon
Vertex foundv = null;
foreach(Vertex v in General.Map.Map.Vertices)
{
// Inside the polygon bounding box?
if(v.Position.x < bbox.Left || v.Position.x > bbox.Right || v.Position.y < bbox.Top || v.Position.y > bbox.Bottom)
continue;
// More to the right?
if((foundv == null) || (v.Position.x >= foundv.Position.x))
{
// Vertex is inside the polygon?
if(p.Intersect(v.Position))
{
// Vertex has lines attached?
if(v.Linedefs.Count > 0)
{
// Go for all lines to see if the vertex is not of the polygon itsself
bool vvalid = true;
foreach(LinedefSide ls in alllines)
{
if((ls.Line.Start == v) || (ls.Line.End == v))
{
vvalid = false;
break;
}
}
// Valid vertex?
if(vvalid) foundv = v;
}
}
}
}
// Found a vertex inside the polygon?
if(foundv != null)
{
// Find the attached linedef with the smallest angle to the right
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const double targetangle = Angle2D.PIHALF;
Linedef foundline = null;
foreach(Linedef l in foundv.Linedefs)
{
// We need an angle unrelated to line direction, so correct for that
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double lineangle = l.Angle;
if(l.End == foundv) lineangle += Angle2D.PI;
// Better result?
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double deltaangle = Angle2D.Difference(targetangle, lineangle);
if((foundline == null) || (deltaangle < foundangle))
{
foundline = l;
foundangle = deltaangle;
}
}
// We already know that each linedef will go from this vertex
// to the left, because this is the right-most vertex in this area.
// If the line would go to the right, that means the other vertex of
// that line must lie outside this area and the mapper made an error.
// Should I check for this error and fail to create a sector in
// that case or ignore it and create a malformed sector (possibly
// breaking another sector also)?
// Find the side at which to start pathfinding
Vector2D testpos = new Vector2D(100.0f, 0.0f);
bool foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
// Find inner path
List<LinedefSide> innerlines = FindClosestPath(foundline, foundlinefront, true);
if(innerlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(innerlines);
EarClipPolygon innerpoly = tracepath.MakePolygon(true);
//mxd. Check bbox first...
Vector2D foundsidepoint = foundline.GetSidePoint(foundlinefront);
RectangleF innerbbox = innerpoly.CreateBBox();
bool outsidebbox = (foundsidepoint.x < innerbbox.Left || foundsidepoint.x > innerbbox.Right || foundsidepoint.y < innerbbox.Top || foundsidepoint.y > innerbbox.Bottom);
// Check if the front of the line is outside the polygon
if(outsidebbox || !innerpoly.Intersect(foundsidepoint))
{
// Valid hole found!
alllines.AddRange(innerlines);
p.InsertChild(innerpoly);
findmore = true;
}
}
}
}
// Continue until no more holes found
while(findmore);
}
// This finds the outer lines of the sector as a polygon
// Returns null when no valid outer polygon can be found
private static EarClipPolygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
{
Linedef scanline = line;
bool scanfront = front;
Vector2D sidepoint = line.GetSidePoint(front); //mxd
do
{
// Find closest path
List<LinedefSide> pathlines = FindClosestPath(scanline, scanfront, true);
if(pathlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
EarClipPolygon poly = tracepath.MakePolygon(true);
//mxd. Check bbox first...
RectangleF bbox = poly.CreateBBox();
bool outsidebbox = (sidepoint.x < bbox.Left || sidepoint.x > bbox.Right || sidepoint.y < bbox.Top || sidepoint.y > bbox.Bottom);
// Check if the front of the line is inside the polygon
if(!outsidebbox && poly.Intersect(sidepoint))
{
// Outer lines found!
alllines.AddRange(pathlines);
return poly;
}
else
{
// Inner lines found. This is not what we need, we want the outer lines.
// Find the right-most vertex to start a scan from there towards the outer lines.
Vertex foundv = null;
foreach(LinedefSide ls in pathlines)
{
if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
foundv = ls.Line.Start;
if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
foundv = ls.Line.End;
}
// If foundv is null then something is horribly wrong with the
// path we received from FindClosestPath!
if(foundv == null) throw new Exception("FAIL!");
// From the right-most vertex trace outward to the right to find the next closest linedef,
// this is based on the idea that all sectors are closed.
//mxd. Intersection test is bounded, so extend end position x to the right map boundary
Line2D testline = new Line2D(foundv.Position, new Vector2D(General.Map.Config.RightBoundary, foundv.Position.y));
scanline = null;
double foundu = double.MaxValue;
double px = foundv.Position.x; //mxd
double py = foundv.Position.y; //mxd
foreach(Linedef ld in General.Map.Map.Linedefs)
{
// Line to the right of start point?
if((ld.Start.Position.x > px) || (ld.End.Position.x > px))
{
// Line intersecting the y axis?
if((ld.Start.Position.y >= py && ld.End.Position.y <= py)
|| (ld.Start.Position.y <= py && ld.End.Position.y >= py)) //mxd
{
// Check if this linedef intersects our test line at a closer range
double thisu;
ld.Line.GetIntersection(testline, out thisu);
if(!double.IsNaN(thisu) && (thisu > 0.00001f))
{
if(thisu < foundu)
{
scanline = ld;
foundu = thisu;
}
//mxd. Special cases: when foundv.y matches ld's start or end y,
// prefer the line, which is clser to being parallel to the x axis
else if(scanline != null && Math.Round(thisu, 4) == Math.Round(foundu, 4))
{
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double ldanglerel, scanlineanglerel;
if(GetRelativeAngle(ld, foundv.Position, out ldanglerel)
&& GetRelativeAngle(scanline, foundv.Position, out scanlineanglerel)
&& (ldanglerel < scanlineanglerel))
{
scanline = ld; // foundu already matches
}
}
}
}
}
}
// Did we meet another line?
if(scanline != null)
{
// Determine on which side we should start the next pathfind
scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
}
else
{
// Appearently we reached the end of the map, no sector possible here
return null;
}
}
}
else
{
// Can't find a path
return null;
}
}
while(true);
}
//mxd. Gets angle between pos and l when pos.y matches l.Start.Position.y or l.End.Position.y
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private static bool GetRelativeAngle(Linedef l, Vector2D pos, out double result)
{
if(l.Start.Position.y == pos.y)
{
result = Angle2D.GetAngle(pos, l.Start.Position, l.End.Position);
return true;
}
if(l.End.Position.y == pos.y)
{
result = Angle2D.GetAngle(pos, l.End.Position, l.Start.Position);
return true;
}
// We just don't know...
result = float.MaxValue;
return false;
}
/// <summary>
/// This finds the closest path from the beginning of a line to the end of the line.
/// When turnatends is true, the algorithm will continue at the other side of the
/// line when a dead end has been reached. Returns null when no path could be found.
/// </summary>
public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, bool turnatends)
{
return FindClosestPath(startline, startfront, startline, startfront, turnatends);
}
/// <summary>
/// This finds the closest path from the beginning of a line to the end of the line.
/// When turnatends is true, the algorithm will continue at the other side of the
/// line when a dead end has been reached. Returns null when no path could be found.
/// </summary>
public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
{
List<LinedefSide> path = new List<LinedefSide>();
Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
Linedef nextline = startline;
bool nextfront = startfront;
do
{
// Add line to path
path.Add(new LinedefSide(nextline, nextfront));
// Determine next vertex to use
Vertex v = nextfront ? nextline.End : nextline.Start;
// Get list of linedefs and sort by angle
List<Linedef> lines = new List<Linedef>(v.Linedefs);
LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
lines.Sort(sorter);
// Source line is the only one?
if(lines.Count == 1)
{
// Are we allowed to trace along this line again?
if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
{
// Turn around and go back along the other side of the line
nextfront = !nextfront;
}
else
{
// No more lines, trace ends here
path = null;
}
}
else
{
// Trace along the next line
Linedef prevline = nextline;
nextline = (lines[0] == nextline ? lines[1] : lines[0]);
//mxd. Try to pick a line with lower tracecount, otherwise we will just walk the same path trise
int curcount = (!tracecount.ContainsKey(nextline) ? 0 : tracecount[nextline]);
//mxd. Don't pick a different line for start and end lines, otherwise the path can go away from it instead of closing the path
//mxd. Also don't pick a different line for marked lines (these are newly drawn lines, and we don't want to skip them)
if(curcount > 0 && !nextline.Marked && nextline != startline && nextline != endline)
{
foreach(Linedef l in lines)
{
if(l != nextline && l != prevline && (!tracecount.ContainsKey(l) || tracecount[l] < curcount))
{
nextline = l;
break;
}
}
}
// Are we allowed to trace this line again?
if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
{
// Check if front side changes
if(prevline.Start == nextline.Start || prevline.End == nextline.End)
nextfront = !nextfront;
}
else
{
// No more lines, trace ends here
path = null;
}
}
//mxd. Increase trace count
if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
}
// Continue as long as we have not reached the start yet
// or we have no next line to trace
while((path != null) && ((nextline != endline) || (nextfront != endfront)));
// If start and front are not the same, add the end to the list also
if((path != null) && ((startline != endline) || (startfront != endfront)))
path.Add(new LinedefSide(endline, endfront));
// Return path (null when trace failed)
return path;
}
#endregion
#region ================== Sector Making
// This makes the sector from the given lines and sides
// If nearbylines is not null, then this method will find the default
// properties from the nearest line in this collection when the
// default properties can't be found in the alllines collection.
// Return null when no new sector could be made.
public static Sector MakeSector(List<LinedefSide> alllines, List<Linedef> nearbylines, bool useOverrides)
{
Sector sourcesector = null;
SidedefSettings sourceside = new SidedefSettings();
bool foundsidedefaults = false;
if(General.Map.Map.Sectors.Count >= General.Map.FormatInterface.MaxSectors)
return null;
Sector newsector = General.Map.Map.CreateSector();
if(newsector == null) return null;
// Check if any of the sides already has a sidedef
// Then we use information from that sidedef to make the others
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Front != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Front);
foundsidedefaults = true;
break;
}
}
else
{
if(ls.Line.Back != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Back);
foundsidedefaults = true;
break;
}
}
}
// Now do the same for the other sides
// Note how information is only copied when not already found
// so this won't override information from the sides searched above
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Back != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Back);
foundsidedefaults = true;
break;
}
}
else
{
if(ls.Line.Front != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Front);
foundsidedefaults = true;
break;
}
}
}
// Use default settings from the nearest linedef, if settings have not been found yet
Sector nearestsector = null; //mxd
if( (nearbylines != null) && (alllines.Count > 0) && (!foundsidedefaults || (sourcesector == null)) )
{
Vector2D testpoint = alllines[0].Line.GetSidePoint(alllines[0].Front);
Linedef nearest = MapSet.NearestLinedef(nearbylines, testpoint);
if(nearest != null)
{
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double side = nearest.SideOfLine(testpoint);
Sidedef defaultside = (side < 0.0f ? nearest.Front : nearest.Back);
if(defaultside != null)
{
if(sourcesector == null) sourcesector = defaultside.Sector;
TakeSidedefSettings(ref sourceside, defaultside);
}
else
{
//mxd. Any side is better than no side (but we'll want only basic settings from that)...
defaultside = (side < 0.0f ? nearest.Back : nearest.Front);
if(defaultside != null)
{
TakeSidedefSettings(ref sourceside, defaultside);
nearestsector = defaultside.Sector;
}
}
}
}
// Use defaults where no settings could be found
TakeSidedefDefaults(ref sourceside);
// Found a source sector?
if(sourcesector != null)
{
// Copy properties from source to new sector
sourcesector.CopyPropertiesTo(newsector);
}
else if(nearestsector != null)
{
//mxd. Apply basic properties from the nearest sector
newsector.SetFloorTexture(nearestsector.FloorTexture);
newsector.SetCeilTexture(nearestsector.CeilTexture);
newsector.FloorHeight = nearestsector.FloorHeight;
newsector.CeilHeight = nearestsector.CeilHeight;
newsector.Brightness = nearestsector.Brightness;
}
else
{
// No source sector, apply default sector properties
newsector.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
newsector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
newsector.FloorHeight = General.Settings.DefaultFloorHeight;
newsector.CeilHeight = General.Settings.DefaultCeilingHeight;
newsector.Brightness = General.Settings.DefaultBrightness;
}
//mxd. Apply overrides?
if(useOverrides)
{
if(General.Map.Options.OverrideCeilingTexture) newsector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
if(General.Map.Options.OverrideFloorTexture) newsector.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
if(General.Map.Options.OverrideCeilingHeight) newsector.CeilHeight = General.Map.Options.CustomCeilingHeight;
if(General.Map.Options.OverrideFloorHeight) newsector.FloorHeight = General.Map.Options.CustomFloorHeight;
if(General.Map.Options.OverrideBrightness) newsector.Brightness = General.Map.Options.CustomBrightness;
}
//mxd. Avoid invalid height
else if(newsector.CeilHeight < newsector.FloorHeight)
{
newsector.CeilHeight = newsector.FloorHeight;
}
// Go for all sides to make sidedefs
foreach(LinedefSide ls in alllines)
{
// We may only remove a useless middle texture when
// the line was previously singlesided
bool wassinglesided = (ls.Line.Back == null) || (ls.Line.Front == null);
if(ls.Front)
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
if(ls.Line.Front == null) return null;
if(ls.Line.Front.Sector != newsector) ls.Line.Front.SetSector(newsector);
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
}
else
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
if(ls.Line.Back == null) return null;
if(ls.Line.Back.Sector != newsector) ls.Line.Back.SetSector(newsector);
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
}
// Update line
if(ls.Line.Front != null)ls.Line.Front.RemoveUnneededTextures(wassinglesided, false, wassinglesided);
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(wassinglesided, false, wassinglesided);
// Apply single/double sided flags if the double-sided-ness changed
if( (wassinglesided && ((ls.Line.Front != null) && (ls.Line.Back != null))) ||
(!wassinglesided && ((ls.Line.Front == null) || (ls.Line.Back == null))))
ls.Line.ApplySidedFlags();
}
// Return the new sector
return newsector;
}
// This joins a sector with the given lines and sides. Returns null when operation could not be completed.
public static Sector JoinSector(List<LinedefSide> alllines, Sidedef original)
{
SidedefSettings sourceside = new SidedefSettings();
// Take settings fro mthe original side
TakeSidedefSettings(ref sourceside, original);
// Use defaults where no settings could be found
TakeSidedefDefaults(ref sourceside);
// Go for all sides to make sidedefs
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
// Create sidedef if needed
if(ls.Line.Front == null)
{
Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
if(sd == null) return null;
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
ls.Line.ApplySidedFlags();
// We must remove the (now useless) middle texture on the other side
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(true, true, true);
}
// Added 23-9-08, can we do this or will it break things?
else if(!original.Sector.IsDisposed) //mxd
{
// Link to the new sector
ls.Line.Front.SetSector(original.Sector);
}
}
else
{
// Create sidedef if needed
if(ls.Line.Back == null)
{
Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
if(sd == null) return null;
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
ls.Line.ApplySidedFlags();
// We must remove the (now useless) middle texture on the other side
if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(true, true, true);
}
// Added 23-9-08, can we do this or will it break things?
else if(!original.Sector.IsDisposed) //mxd
{
// Link to the new sector
ls.Line.Back.SetSector(original.Sector);
}
}
}
// Return the new sector
return original.Sector;
}
//mxd. This merges sectors, which have less than 3 sides, with surrounding sectors.
//Most of the logic is taken from MakeSectorsMode.
//Vector2D is sector's center BEFORE sides were removed.
//See VerticesMode.DeleteItem() for usage example
public static void MergeInvalidSectors(Dictionary<Sector, Vector2D> toMerge)
{
foreach(KeyValuePair<Sector, Vector2D> group in toMerge)
{
if(!group.Key.IsDisposed && group.Key.Sidedefs.Count > 0 && group.Key.Sidedefs.Count < 3)
{
group.Key.Dispose();
List<LinedefSide> sides = Tools.FindPotentialSectorAt(group.Value);
if(sides != null)
{
// Mark the lines we are going to use for this sector
General.Map.Map.ClearAllMarks(true);
foreach(LinedefSide ls in sides) ls.Line.Marked = false;
List<Linedef> oldlines = General.Map.Map.GetMarkedLinedefs(true);
// Make the sector
Sector s = Tools.MakeSector(sides, oldlines, false);
if(s != null)
{
// Now we go for all the lines along the sector to
// see if they only have a back side. In that case we want
// to flip the linedef to that it only has a front side.
foreach(Sidedef sd in s.Sidedefs)
{
if((sd.Line.Front == null) && (sd.Line.Back != null))
{
// Flip linedef
sd.Line.FlipVertices();
sd.Line.FlipSidedefs();
}
}
General.Map.Data.UpdateUsedTextures();
}
}
}
}
}
// This takes default settings if not taken yet
private static void TakeSidedefDefaults(ref SidedefSettings settings)
{
// Use defaults where no settings could be found
if(settings.newtexhigh == null) settings.newtexhigh = General.Map.Options.DefaultTopTexture;
if(settings.newtexmid == null) settings.newtexmid = General.Map.Options.DefaultWallTexture;
if(settings.newtexlow == null) settings.newtexlow = General.Map.Options.DefaultBottomTexture;
}
// This takes sidedef settings if not taken yet
private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side)
{
if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null))
settings.newtexhigh = side.HighTexture;
if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null))
settings.newtexmid = side.MiddleTexture;
if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null))
settings.newtexlow = side.LowTexture;
}
// This applies defaults to a sidedef
private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults)
{
if(sd.HighRequired() && sd.LongHighTexture == MapSet.EmptyLongName) sd.SetTextureHigh(defaults.newtexhigh); //mxd
if(sd.MiddleRequired() && sd.LongMiddleTexture == MapSet.EmptyLongName) sd.SetTextureMid(defaults.newtexmid); //mxd
if(sd.LowRequired() && sd.LongLowTexture == MapSet.EmptyLongName) sd.SetTextureLow(defaults.newtexlow); //mxd
}
//mxd. This applies overrides to a sidedef
private static void ApplyOverridesToSidedef(Sidedef sd)
{
if(sd.HighRequired() && General.Map.Options.OverrideTopTexture) sd.SetTextureHigh(General.Map.Options.DefaultTopTexture);
if(sd.MiddleRequired() && General.Map.Options.OverrideMiddleTexture) sd.SetTextureMid(General.Map.Options.DefaultWallTexture);
if(sd.LowRequired() && General.Map.Options.OverrideBottomTexture) sd.SetTextureLow(General.Map.Options.DefaultBottomTexture);
}
#endregion
#region ================== Sector Labels
// This finds the ideal label positions for a sector
public static List<LabelPositionInfo> FindLabelPositions(Sector s)
{
List<LabelPositionInfo> positions = new List<LabelPositionInfo>(2);
int islandoffset = 0;
// Do we have a triangulation?
Triangulation triangles = s.Triangles;
if(triangles != null)
{
// Go for all islands
for(int i = 0; i < triangles.IslandVertices.Count; i++)
{
Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[i] >> 1);
List<Vector2D> candidatepositions = new List<Vector2D>(triangles.IslandVertices[i] >> 1);
2020-05-21 12:20:02 +00:00
double founddistance = double.MinValue;
Vector2D foundposition = new Vector2D();
2020-05-21 12:20:02 +00:00
double minx = double.MaxValue;
double miny = double.MaxValue;
double maxx = double.MinValue;
double maxy = double.MinValue;
// Make candidate lines that are not along sidedefs
// We do this before testing the candidate against the sidedefs so that
// we can collect the relevant sidedefs first in the same run
for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
{
int triangleoffset = islandoffset + t;
Vector2D v1 = triangles.Vertices[triangleoffset + 2];
Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
for(int v = 0; v < 3; v++)
{
Vector2D v2 = triangles.Vertices[triangleoffset + v];
// Not along a sidedef? Then this line is across the sector
// and guaranteed to be inside the sector!
if(sd == null)
{
// Make the line
candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
}
else
{
// This sidedefs is part of this island and must be checked
// so add it to the dictionary
sides[sd] = sd.Line;
}
// Make bbox of this island
minx = Math.Min(minx, v1.x);
miny = Math.Min(miny, v1.y);
maxx = Math.Max(maxx, v1.x);
maxy = Math.Max(maxy, v1.y);
// Next
sd = triangles.Sidedefs[triangleoffset + v];
v1 = v2;
}
}
// Any candidate lines found at all?
if(candidatepositions.Count > 0)
{
// Start with the first line
foreach(Vector2D candidatepos in candidatepositions)
{
// Check distance against other lines
2020-05-21 12:20:02 +00:00
double smallestdist = int.MaxValue;
foreach(KeyValuePair<Sidedef, Linedef> sd in sides)
{
// Check the distance
2020-05-21 12:20:02 +00:00
double distance = sd.Value.DistanceToSq(candidatepos, true);
smallestdist = Math.Min(smallestdist, distance);
}
// Keep this candidate if it is better than previous
if(smallestdist > founddistance)
{
foundposition = candidatepos;
founddistance = smallestdist;
}
}
// No cceptable line found, just use the first!
positions.Add(new LabelPositionInfo(foundposition, Math.Sqrt(founddistance)));
}
else
{
// No candidate lines found.
// Check to see if the island is a triangle
if(triangles.IslandVertices[i] == 3)
{
// Use the center of the triangle
// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
2020-05-21 12:20:02 +00:00
double d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
positions.Add(new LabelPositionInfo(v, Math.Sqrt(d)));
}
else
{
// Use the center of this island.
2020-05-21 12:20:02 +00:00
double d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
}
}
// Done with this island
islandoffset += triangles.IslandVertices[i];
}
}
else
{
// No triangulation was made. FAIL!
General.Fail("No triangulation exists for sector " + s + " Triangulation is required to create label positions for a sector.");
}
// Done
return positions;
}
#endregion
#region ================== Drawing
2013-03-18 13:52:27 +00:00
//mxd
public static bool DrawLines(IList<DrawnVertex> points)
{
return DrawLines(points, false, false);
2013-03-18 13:52:27 +00:00
}
/// <summary>
/// This draws lines with the given points. Note that this tool removes any existing geometry
/// marks and marks the new lines and vertices when done. Also marks the sectors that were added.
/// Returns false when the drawing failed.
/// </summary>
public static bool DrawLines(IList<DrawnVertex> points, bool useOverrides, bool autoAlignTextureOffsets)
{
List<Vertex> newverts = new List<Vertex>();
List<Vertex> intersectverts = new List<Vertex>();
List<Linedef> newlines = new List<Linedef>();
List<Linedef> oldlines = new List<Linedef>(General.Map.Map.Linedefs);
List<Sidedef> insidesides = new List<Sidedef>();
List<Vertex> mergeverts = new List<Vertex>();
List<Vertex> nonmergeverts = new List<Vertex>(General.Map.Map.Vertices);
MapSet map = General.Map.Map;
//mxd. Let's use a blockmap...
RectangleF area = MapSet.CreateArea(oldlines);
BlockMap<BlockEntry> oldlinesmap = new BlockMap<BlockEntry>(area);
oldlinesmap.AddLinedefsSet(oldlines);
General.Map.Map.ClearAllMarks(false);
// Any points to do?
if(points.Count > 0)
{
/***************************************************\
Create the drawing
\***************************************************/
// Make first vertex
Vertex v1 = map.CreateVertex(points[0].pos);
if(v1 == null) return false;
v1.Marked = true;
// Keep references
newverts.Add(v1);
if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
// Go for all other points
for(int i = 1; i < points.Count; i++)
{
// Create vertex for point
Vertex v2 = map.CreateVertex(points[i].pos);
if(v2 == null) return false;
v2.Marked = true;
// Keep references
newverts.Add(v2);
if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2);
// Create line between point and previous
Linedef ld = map.CreateLinedef(v1, v2);
if(ld == null) return false;
ld.Marked = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Should we split this line to merge with intersecting lines?
if(points[i - 1].stitchline && points[i].stitchline)
{
// Check if any other lines intersect this line
2020-05-21 12:20:02 +00:00
List<double> intersections = new List<double>();
Line2D measureline = ld.Line;
HashSet<Linedef> processed = new HashSet<Linedef>(); //mxd
//mxd
foreach(Sector s in map.Sectors)
{
//line intersects with sector's bounding box?
if((MapSet.GetCSFieldBits(measureline.v1, s.BBox) & MapSet.GetCSFieldBits(measureline.v2, s.BBox)) == 0)
{
foreach(Sidedef side in s.Sidedefs)
{
if(processed.Contains(side.Line)) continue;
if(side.Line == ld) continue;
double u;
if(side.Line.Line.GetIntersection(measureline, out u))
{
2020-05-21 12:20:02 +00:00
if(double.IsNaN(u) || (u <= 0.0f) || (u >= 1.0f)) continue;
//mxd. Skip intersection if both start and end of one line are closer than given distance from the other line.
// This allows to avoid creating "unexpected" splits when drawing on top of non-cardinal lines.
//mxd. Check if both ends of measureline are too close to side.Line.Line
bool valid = (side.Line.Line.GetDistanceToLineSq(measureline.v1, true) > MINIMUM_INTERSECTION_DISTANCE ||
side.Line.Line.GetDistanceToLineSq(measureline.v2, true) > MINIMUM_INTERSECTION_DISTANCE);
//mxd. Check if both ends of side.Line.Line are too close to measureline
valid = (valid && (measureline.GetDistanceToLineSq(side.Line.Line.v1, true) > MINIMUM_INTERSECTION_DISTANCE ||
measureline.GetDistanceToLineSq(side.Line.Line.v2, true) > MINIMUM_INTERSECTION_DISTANCE));
// Store inersection
if(valid) intersections.Add(u);
}
processed.Add(side.Line);
}
}
}
// Sort the intersections
intersections.Sort();
// Go for all found intersections
Linedef splitline = ld;
2020-05-21 12:20:02 +00:00
foreach(double u in intersections)
{
// Calculate exact coordinates where to split
// We use measureline for this, because the original line
// may already have changed in length due to a previous split
Vector2D splitpoint = measureline.GetCoordinatesAt(u);
// Make the vertex
Vertex splitvertex = map.CreateVertex(splitpoint);
if(splitvertex == null) return false;
splitvertex.Marked = true;
newverts.Add(splitvertex);
mergeverts.Add(splitvertex); // <-- add to merge?
intersectverts.Add(splitvertex);
// The Split method ties the end of the original line to the given
// vertex and starts a new line at the given vertex, so continue
// splitting with the new line, because the intersections are sorted
// from low to high (beginning at the original line start)
splitline = splitline.Split(splitvertex);
if(splitline == null) return false;
splitline.ApplySidedFlags();
newlines.Add(splitline);
}
}
// Next
v1 = v2;
}
// Join merge vertices so that overlapping vertices in the draw become one.
map.BeginAddRemove();
MapSet.JoinVertices(mergeverts, MapSet.STITCH_DISTANCE); //mxd
map.EndAddRemove();
/***************************************************\
Find a way to close the drawing
\***************************************************/
// We prefer a closed polygon, because then we can determine the interior properly
// Check if the two ends of the polygon are closed
bool splittingonly = false;
bool drawingclosed = false; //mxd
if(newlines.Count > 0)
{
Linedef firstline = newlines[0];
Linedef lastline = newlines[newlines.Count - 1];
drawingclosed = (firstline.Start == lastline.End);
if(!drawingclosed)
{
// When not closed, we will try to find a path to close it.
// But first we check if any of our new lines are inside existing sectors, because
// if they are then we are splitting sectors and cannot accurately find a closed path
// to close our polygon. In that case, we want to do sector splits only.
foreach(Linedef ld in newlines)
{
Vector2D ldcp = ld.GetCenterPoint();
Linedef nld = MapSet.NearestLinedef(oldlinesmap, ldcp); //mxd. Lines collection -> Blockmap
if(nld != null)
{
2020-05-21 12:20:02 +00:00
double ldside = nld.SideOfLine(ldcp);
if(ldside < 0.0f)
{
if(nld.Front != null)
{
splittingonly = true;
break;
}
}
else if(ldside > 0.0f)
{
if(nld.Back != null)
{
splittingonly = true;
break;
}
}
/*else
{
// We can't tell, so lets ignore this for now.
}*/
}
}
// Not splitting only?
if(!splittingonly)
{
// First and last vertex stitch with geometry?
if(points[0].stitch && points[points.Count - 1].stitch)
{
List<LinedefSide> startpoints = new List<LinedefSide>();
List<LinedefSide> endpoints = new List<LinedefSide>();
// Find out where the start will stitch and create test points
Linedef l1 = MapSet.NearestLinedefRange(oldlinesmap, firstline.Start.Position, MapSet.STITCH_DISTANCE); //mxd. Lines collection -> Blockmap
2009-05-13 20:51:03 +00:00
Vertex vv1 = null;
if(l1 != null)
{
startpoints.Add(new LinedefSide(l1, true));
startpoints.Add(new LinedefSide(l1, false));
}
else
{
// Not stitched with a linedef, so check if it will stitch with a vertex
2009-05-13 20:51:03 +00:00
vv1 = MapSet.NearestVertexSquareRange(nonmergeverts, firstline.Start.Position, MapSet.STITCH_DISTANCE);
if((vv1 != null) && (vv1.Linedefs.Count > 0))
{
// Now we take the two linedefs with adjacent angles to the drawn line
2009-05-13 20:51:03 +00:00
List<Linedef> lines = new List<Linedef>(vv1.Linedefs);
lines.Sort(new LinedefAngleSorter(firstline, true, firstline.Start));
startpoints.Add(new LinedefSide(lines[0], true));
startpoints.Add(new LinedefSide(lines[0], false));
lines.Sort(new LinedefAngleSorter(firstline, false, firstline.Start));
startpoints.Add(new LinedefSide(lines[0], true));
startpoints.Add(new LinedefSide(lines[0], false));
}
}
// Find out where the end will stitch and create test points
Linedef l2 = MapSet.NearestLinedefRange(oldlinesmap, lastline.End.Position, MapSet.STITCH_DISTANCE); //mxd. Lines collection -> Blockmap
2009-05-13 20:51:03 +00:00
Vertex vv2 = null;
if(l2 != null)
{
endpoints.Add(new LinedefSide(l2, true));
endpoints.Add(new LinedefSide(l2, false));
}
else
{
// Not stitched with a linedef, so check if it will stitch with a vertex
2009-05-13 20:51:03 +00:00
vv2 = MapSet.NearestVertexSquareRange(nonmergeverts, lastline.End.Position, MapSet.STITCH_DISTANCE);
if((vv2 != null) && (vv2.Linedefs.Count > 0))
{
// Now we take the two linedefs with adjacent angles to the drawn line
2009-05-13 20:51:03 +00:00
List<Linedef> lines = new List<Linedef>(vv2.Linedefs);
lines.Sort(new LinedefAngleSorter(firstline, true, lastline.End));
endpoints.Add(new LinedefSide(lines[0], true));
endpoints.Add(new LinedefSide(lines[0], false));
lines.Sort(new LinedefAngleSorter(firstline, false, lastline.End));
endpoints.Add(new LinedefSide(lines[0], true));
endpoints.Add(new LinedefSide(lines[0], false));
}
}
// Found any start and end points?
if((startpoints.Count > 0) && (endpoints.Count > 0))
{
List<LinedefSide> shortestpath = null;
2009-05-13 20:51:03 +00:00
// Both stitched to the same line?
if((l1 == l2) && (l1 != null))
{
// Then just connect the two
shortestpath = new List<LinedefSide>();
shortestpath.Add(new LinedefSide(l1, true));
}
2009-05-13 20:51:03 +00:00
// One stitched to a line and the other to a vertex of that line?
else if((l1 != null) && (vv2 != null) && ((l1.Start == vv2) || (l1.End == vv2)))
{
// Then just connect the two
shortestpath = new List<LinedefSide>();
shortestpath.Add(new LinedefSide(l1, true));
}
// The other stitched to a line and the first to a vertex of that line?
else if((l2 != null) && (vv1 != null) && ((l2.Start == vv1) || (l2.End == vv1)))
{
// Then just connect the two
shortestpath = new List<LinedefSide>();
shortestpath.Add(new LinedefSide(l2, true));
}
else
{
// Find the shortest, closest path between start and end points
foreach(LinedefSide startp in startpoints)
{
foreach(LinedefSide endp in endpoints)
{
List<LinedefSide> p = Tools.FindClosestPath(startp.Line, startp.Front, endp.Line, endp.Front, true);
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
p = Tools.FindClosestPath(endp.Line, endp.Front, startp.Line, startp.Front, true);
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
}
}
}
// Found a path?
if(shortestpath != null)
{
// Check which direction the path goes in
bool pathforward = false;
foreach(LinedefSide startp in startpoints)
{
if(shortestpath[0].Line == startp.Line)
{
pathforward = true;
break;
}
}
// TEST
/*
General.Map.Renderer2D.StartOverlay(true);
foreach(LinedefSide lsd in shortestpath)
{
General.Map.Renderer2D.RenderLine(lsd.Line.Start.Position, lsd.Line.End.Position, 2, new PixelColor(255, 0, 255, 0), true);
}
General.Map.Renderer2D.Finish();
General.Map.Renderer2D.Present();
Thread.Sleep(1000);
*/
// Begin at first vertex in path
v1 = (pathforward ? firstline.Start : lastline.End);
// Go for all vertices in the path to make additional lines
for(int i = 1; i < shortestpath.Count; i++)
{
// Get the next position
Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position;
// Make the new vertex
Vertex v2 = map.CreateVertex(v2pos);
if(v2 == null) return false;
v2.Marked = true;
mergeverts.Add(v2);
// Make the line
Linedef ld = map.CreateLinedef(v1, v2);
if(ld == null) return false;
ld.Marked = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Next
v1 = v2;
}
// Make the final line
Linedef lld;
if(pathforward)
lld = map.CreateLinedef(v1, lastline.End);
else
lld = map.CreateLinedef(v1, firstline.Start);
if(lld == null) return false;
// Setup line
lld.Marked = true;
lld.ApplySidedFlags();
lld.UpdateCache();
newlines.Add(lld);
// Drawing is now closed
drawingclosed = true;
// Join merge vertices so that overlapping vertices in the draw become one.
MapSet.JoinVertices(mergeverts, MapSet.STITCH_DISTANCE); //mxd
}
}
}
}
}
}
// Merge intersetion vertices with the new lines. This completes the
// self intersections for which splits were made above.
map.Update(true, false);
map.BeginAddRemove();
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
map.EndAddRemove();
/***************************************************\
Determine drawing interior
\***************************************************/
// In step 3 we will make sectors on the interior sides and join sectors on the
// exterior sides, but because the user could have drawn counterclockwise or just
// some weird polygon. The following code figures out the interior side of all
// new lines.
map.Update(true, false);
foreach(Linedef ld in newlines)
{
// Find closest path starting with the front of this linedef
List<LinedefSide> pathlines = Tools.FindClosestPath(ld, true, true);
if(pathlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
EarClipPolygon pathpoly = tracepath.MakePolygon(true);
// Check if the front of the line is outside the polygon
if((pathpoly.CalculateArea() > 0.001f) && !pathpoly.Intersect(ld.GetSidePoint(true)))
{
// Now trace from the back side of the line to see if
// the back side lies in the interior. I don't want to
// flip the line if it is not helping.
// Find closest path starting with the back of this linedef
pathlines = Tools.FindClosestPath(ld, false, true);
if(pathlines != null)
{
// Make polygon
tracepath = new LinedefTracePath(pathlines);
pathpoly = tracepath.MakePolygon(true);
// Check if the front of the line is inside the polygon
ld.FrontInterior = (pathpoly.CalculateArea() < 0.001f) || pathpoly.Intersect(ld.GetSidePoint(true));
}
else
{
ld.FrontInterior = true;
}
}
else
{
ld.FrontInterior = true;
}
}
else
{
ld.FrontInterior = true;
}
}
/***************************************************\
Merge the new geometry
\***************************************************/
// Mark only the vertices that should be merged
map.ClearMarkedVertices(false);
foreach(Vertex v in mergeverts) v.Marked = true;
// Before this point, the new geometry is not linked with the existing geometry.
// Now perform standard geometry stitching to merge the new geometry with the rest
// of the map. The marked vertices indicate the new geometry.
map.StitchGeometry();
map.Update(true, false);
// Find our new lines again, because they have been merged with the other geometry
// but their Marked property is copied where they have joined.
newlines = map.GetMarkedLinedefs(true);
// Remove any disposed old lines
List<Linedef> prevoldlines = oldlines;
oldlines = new List<Linedef>(prevoldlines.Count);
foreach(Linedef ld in prevoldlines)
if(!ld.IsDisposed) oldlines.Add(ld);
/***************************************************\
Join and create new sectors
\***************************************************/
// The code below atempts to create sectors on the interior sides of the drawn
// geometry and joins sectors on the other sides of the drawn geometry.
// This code does not change any geometry, it only makes/updates sidedefs.
bool sidescreated = false;
bool[] frontsdone = new bool[newlines.Count];
bool[] backsdone = new bool[newlines.Count];
for(int i = 0; i < newlines.Count; i++)
{
Linedef ld = newlines[i];
// Interior not done yet?
if((ld.FrontInterior && !frontsdone[i]) || (!ld.FrontInterior && !backsdone[i]))
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, ld.FrontInterior);
if(sectorlines != null)
{
sidescreated = true;
// When none of the linedef sides exist yet, this is a true new
// sector that will be created out of the void!
bool istruenewsector = true;
foreach(LinedefSide ls in sectorlines)
{
if((ls.Front && (ls.Line.Front != null)) ||
(!ls.Front && (ls.Line.Back != null)))
{
istruenewsector = false;
break;
}
}
// But we don't want to create sectors out of the void when we
// decided that we only want to split sectors.
if(!istruenewsector || !splittingonly)
{
// Make the new sector
//mxd. Apply sector overrides only if a closed drawing is created
Sector newsector = Tools.MakeSector(sectorlines, oldlines, (useOverrides && drawingclosed && newlines.Count > 2));
if(newsector == null) return false;
if(istruenewsector) newsector.Marked = true;
// Go for all sidedefs in this new sector
foreach(Sidedef sd in newsector.Sidedefs)
{
// Keep list of sides inside created sectors
insidesides.Add(sd);
// Side matches with a side of our new lines?
int lineindex = newlines.IndexOf(sd.Line);
if(lineindex > -1)
{
// Mark this side as done
if(sd.IsFront)
frontsdone[lineindex] = true;
else
backsdone[lineindex] = true;
}
}
}
}
}
// Exterior not done yet?
if((ld.FrontInterior && !backsdone[i]) || (!ld.FrontInterior && !frontsdone[i]))
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, !ld.FrontInterior);
if(sectorlines != null)
{
// Check if any of the surrounding lines originally have sidedefs we can join
Sidedef joinsidedef = null;
foreach(LinedefSide ls in sectorlines)
{
if(ls.Front && (ls.Line.Front != null))
{
joinsidedef = ls.Line.Front;
break;
}
if(!ls.Front && (ls.Line.Back != null))
{
joinsidedef = ls.Line.Back;
break;
}
}
// Join?
if(joinsidedef != null)
{
sidescreated = true;
// We only want to modify our new lines when joining a sector
// (or it may break nearby self-referencing sectors)
List<LinedefSide> newsectorlines = new List<LinedefSide>(sectorlines.Count);
foreach(LinedefSide sd in sectorlines)
{
// Side matches with a side of our new lines?
int lineindex = newlines.IndexOf(sd.Line);
if(lineindex > -1)
{
// Add to list
newsectorlines.Add(sd);
// Mark this side as done
if(sd.Front)
frontsdone[lineindex] = true;
else
backsdone[lineindex] = true;
}
}
// Have our new lines join the existing sector
if(Tools.JoinSector(newsectorlines, joinsidedef) == null)
return false;
}
}
}
}
/***************************************************\
Corrections and clean up
\***************************************************/
// Make corrections for backward linedefs
MapSet.FlipBackwardLinedefs(newlines);
// Check if any of our new lines have sides
if(sidescreated)
{
// Then remove the lines which have no sides at all
for(int i = newlines.Count - 1; i >= 0; i--)
{
// Remove the line if it has no sides
if((newlines[i].Front != null) || (newlines[i].Back != null)) continue;
newlines[i].Dispose();
}
//mxd. Apply texture overrides
if(useOverrides)
{
// If new sectors are created, apply overrides to the sides of these sectors, otherwise, apply overrides to all new lines
if(insidesides.Count > 0)
{
foreach(Sidedef side in insidesides) ApplyOverridesToSidedef(side);
}
else
{
foreach(Linedef l in newlines)
{
if(l.IsDisposed) continue;
if(!newverts.Contains(l.Start) || !newverts.Contains(l.End)) continue;
ApplyOverridesToSidedef(l.Front);
if(l.Back != null) ApplyOverridesToSidedef(l.Back);
}
}
}
//mxd. Auto-align new lines
if(autoAlignTextureOffsets && newlines.Count > 1 && !splittingonly)
{
List<List<Linedef>> strips = new List<List<Linedef>>();
strips.Add(new List<Linedef> { newlines[0] });
for(int i = 1; i < newlines.Count; i++)
{
//skip double-sided line if it doesn't have lower or upper parts or they are not part of newly created sectors
if(newlines[i].Back != null
&& (((!newlines[i].Front.LowRequired() && !newlines[i].Front.HighRequired()) || !insidesides.Contains(newlines[i].Front))
&& ((!newlines[i].Back.LowRequired() && !newlines[i].Back.HighRequired()) || !insidesides.Contains(newlines[i].Back))))
continue;
bool added = false;
foreach(List<Linedef> strip in strips)
{
if(newlines[i].Start == strip[0].Start || newlines[i].End == strip[0].Start)
{
strip.Insert(0, newlines[i]);
added = true;
break;
}
if(newlines[i].Start == strip[strip.Count - 1].End || newlines[i].End == strip[strip.Count - 1].End)
{
strip.Add(newlines[i]);
added = true;
break;
}
}
2013-03-18 13:52:27 +00:00
if(!added) strips.Add(new List<Linedef> { newlines[i] });
}
foreach(List<Linedef> strip in strips)
{
if(strip.Count < 2) continue;
AutoAlignLinedefStrip(strip);
}
}
2013-03-18 13:52:27 +00:00
}
// Mark new geometry only
General.Map.Map.ClearMarkedLinedefs(false);
General.Map.Map.ClearMarkedVertices(false);
foreach(Vertex v in newverts) v.Marked = true;
foreach(Linedef l in newlines) l.Marked = true;
}
2013-03-18 13:52:27 +00:00
return true;
}
2013-03-18 13:52:27 +00:00
//mxd
private static void AutoAlignLinedefStrip(List<Linedef> strip)
{
if(strip.Count < 2) return;
2020-05-21 12:20:02 +00:00
double totalLength = 0f;
foreach(Linedef l in strip) totalLength += l.Length;
if(General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets)
AutoAlignTexturesOnSidesUdmf(strip, totalLength, (strip[0].End != strip[1].Start));
else
AutoAlignTexturesOnSides(strip, totalLength, (strip[0].End != strip[1].Start));
}
//mxd
2020-05-21 12:20:02 +00:00
private static void AutoAlignTexturesOnSides(List<Linedef> lines, double totalLength, bool reversed)
{
2020-05-21 12:20:02 +00:00
double curLength = 0f;
foreach(Linedef l in lines)
{
if(l.Front != null)
{
ImageData texture = null;
if(l.Front.MiddleRequired() && l.Front.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongMiddleTexture))
texture = General.Map.Data.GetTextureImage(l.Front.LongMiddleTexture);
else if(l.Front.HighRequired() && l.Front.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongHighTexture))
texture = General.Map.Data.GetTextureImage(l.Front.LongHighTexture);
else if(l.Front.LowRequired() && l.Front.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongLowTexture))
texture = General.Map.Data.GetTextureImage(l.Front.LongLowTexture);
2013-03-18 13:52:27 +00:00
if(texture != null && texture.IsImageLoaded)
l.Front.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
}
2013-03-18 13:52:27 +00:00
if(l.Back != null)
{
ImageData texture = null;
2013-03-18 13:52:27 +00:00
if(l.Back.MiddleRequired() && l.Back.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongMiddleTexture))
texture = General.Map.Data.GetTextureImage(l.Back.LongMiddleTexture);
else if(l.Back.HighRequired() && l.Back.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongHighTexture))
texture = General.Map.Data.GetTextureImage(l.Back.LongHighTexture);
else if(l.Back.LowRequired() && l.Back.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongLowTexture))
texture = General.Map.Data.GetTextureImage(l.Back.LongLowTexture);
if(texture != null && texture.IsImageLoaded)
l.Back.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
2013-03-18 13:52:27 +00:00
}
curLength += l.Length;
}
}
//mxd
2020-05-21 12:20:02 +00:00
private static void AutoAlignTexturesOnSidesUdmf(List<Linedef> lines, double totalLength, bool reversed)
{
2020-05-21 12:20:02 +00:00
double curLength = 0f;
foreach(Linedef l in lines)
{
if(l.Front != null)
{
if(l.Front.MiddleRequired() && l.Front.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongMiddleTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongMiddleTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_mid", offset);
}
if(l.Front.HighRequired() && l.Front.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongHighTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongHighTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_top", offset);
}
if(l.Front.LowRequired() && l.Front.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongLowTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongLowTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_bottom", offset);
}
}
if(l.Back != null)
{
if(l.Back.MiddleRequired() && l.Back.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongMiddleTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongMiddleTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_mid", offset);
}
if(l.Back.HighRequired() && l.Back.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongHighTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongHighTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_top", offset);
}
if(l.Back.LowRequired() && l.Back.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongLowTexture))
{
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongLowTexture);
double offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength));
if(texture.IsImageLoaded) offset %= texture.Width;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_bottom", offset);
}
}
curLength += l.Length;
}
}
#endregion
#region ================== Flat Floodfill
// This performs flat floodfill over sector floors or ceilings that match with the same flat
// NOTE: This method uses the sectors marking to indicate which sides have been filled
// When resetsectormarks is set to true, all sectors will first be marked false (not aligned).
// Setting resetsectormarks to false is usefull to fill only within a specific selection
// (set the marked property to true for the sectors outside the selection)
public static void FloodfillFlats(Sector start, bool fillceilings, HashSet<long> originalflats, string fillflat, bool resetsectormarks)
{
Stack<Sector> todo = new Stack<Sector>(50);
// Mark all sectors false (they will be marked true when the flat is modified)
if(resetsectormarks) General.Map.Map.ClearMarkedSectors(false);
// Begin with first sector
if((originalflats.Contains(start.LongFloorTexture) && !fillceilings) ||
(originalflats.Contains(start.LongCeilTexture) && fillceilings))
{
todo.Push(start);
}
// Continue until nothing more to align
while(todo.Count > 0)
{
// Get the sector to do
Sector s = todo.Pop();
// Apply new flat
if(fillceilings) s.SetCeilTexture(fillflat);
else s.SetFloorTexture(fillflat);
s.Marked = true;
// Go for all sidedefs to add neighbouring sectors
foreach(Sidedef sd in s.Sidedefs)
{
// Sector on the other side of the line that we haven't checked yet?
if((sd.Other != null) && !sd.Other.Sector.Marked)
{
Sector os = sd.Other.Sector;
// Check if texture matches
if((originalflats.Contains(os.LongFloorTexture) && !fillceilings) ||
(originalflats.Contains(os.LongCeilTexture) && fillceilings))
{
todo.Push(os);
}
}
}
}
}
#endregion
#region ================== Texture Floodfill
// This performs texture floodfill along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been filled
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to fill only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
public static void FloodfillTextures(Sidedef start, HashSet<long> originaltextures, string filltexture, bool resetsidemarks)
{
Stack<SidedefFillJob> todo = new Stack<SidedefFillJob>(50);
// Mark all sidedefs false (they will be marked true when the texture is aligned)
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
// Begin with first sidedef
if(SidedefTextureMatch(start, originaltextures))
{
SidedefFillJob first = new SidedefFillJob();
first.sidedef = start;
first.forward = true;
todo.Push(first);
}
// Continue until nothing more to align
while(todo.Count > 0)
{
// Get the align job to do
SidedefFillJob j = todo.Pop();
// Apply texturing
if(j.sidedef.HighRequired() && originaltextures.Contains(j.sidedef.LongHighTexture)) j.sidedef.SetTextureHigh(filltexture);
if((j.sidedef.LongMiddleTexture != MapSet.EmptyLongName || j.sidedef.MiddleRequired()) &&
originaltextures.Contains(j.sidedef.LongMiddleTexture)) j.sidedef.SetTextureMid(filltexture);
if(j.sidedef.LowRequired() && originaltextures.Contains(j.sidedef.LongLowTexture)) j.sidedef.SetTextureLow(filltexture);
j.sidedef.Marked = true;
if(j.forward)
{
// Add sidedefs forward (connected to the right vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForFloodfill(todo, v, true, originaltextures);
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForFloodfill(todo, v, false, originaltextures);
}
else
{
// Add sidedefs backward (connected to the left vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForFloodfill(todo, v, false, originaltextures);
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForFloodfill(todo, v, true, originaltextures);
}
}
}
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
private static void AddSidedefsForFloodfill(Stack<SidedefFillJob> stack, Vertex v, bool forward, HashSet<long> texturelongnames)
{
foreach(Linedef ld in v.Linedefs)
{
Sidedef side1 = forward ? ld.Front : ld.Back;
Sidedef side2 = forward ? ld.Back : ld.Front;
// [ZZ] don't iterate the same linedef twice.
//
if ((side1 != null && side1.Marked) ||
(side2 != null && side2.Marked)) continue;
if((ld.Start == v) && (side1 != null) && !side1.Marked)
{
if(SidedefTextureMatch(side1, texturelongnames))
{
SidedefFillJob nj = new SidedefFillJob();
nj.forward = forward;
nj.sidedef = side1;
stack.Push(nj);
}
}
else if((ld.End == v) && (side2 != null) && !side2.Marked)
{
if(SidedefTextureMatch(side2, texturelongnames))
{
SidedefFillJob nj = new SidedefFillJob();
nj.forward = forward;
nj.sidedef = side2;
stack.Push(nj);
}
}
}
}
#endregion
#region ================== Texture Alignment
// This checks if any of the sidedef texture match the given texture
/*public static bool SidedefTextureMatch(Sidedef sd, long texturelongname)
{
return ((sd.LongHighTexture == texturelongname) && sd.HighRequired()) ||
((sd.LongLowTexture == texturelongname) && sd.LowRequired()) ||
((sd.LongMiddleTexture == texturelongname) && (sd.MiddleRequired() || sd.LongMiddleTexture != MapSet.EmptyLongName)) ;
}*/
//mxd. This checks if any of the sidedef texture match the given textures
public static bool SidedefTextureMatch(Sidedef sd, HashSet<long> texturelongnames)
{
return (texturelongnames.Contains(sd.LongHighTexture) && sd.HighRequired()) ||
(texturelongnames.Contains(sd.LongLowTexture) && sd.LowRequired()) ||
(texturelongnames.Contains(sd.LongMiddleTexture) && (sd.MiddleRequired() || sd.LongMiddleTexture != MapSet.EmptyLongName));
}
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
//mxd. This converts offsetY from/to "normalized" offset for given wall part
2020-05-21 12:20:02 +00:00
public static double GetSidedefOffsetY(Sidedef side, VisualGeometryType part, double offset, double scaleY, bool fromNormalized)
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
{
switch(part)
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
{
case VisualGeometryType.WALL_UPPER:
return GetSidedefTopOffsetY(side, offset, scaleY, fromNormalized);
case VisualGeometryType.WALL_MIDDLE:
case VisualGeometryType.WALL_MIDDLE_3D:
return GetSidedefMiddleOffsetY(side, offset, scaleY, fromNormalized);
case VisualGeometryType.WALL_LOWER:
return GetSidedefBottomOffsetY(side, offset, scaleY, fromNormalized);
default:
throw new NotSupportedException("Tools.GetSidedefOffsetY: \"" + part + "\" geometry type is not supported!");
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
}
//mxd. This converts offsetY from/to "normalized" offset for given upper wall
2020-05-21 12:20:02 +00:00
public static double GetSidedefTopOffsetY(Sidedef side, double offset, double scaleY, bool fromNormalized)
{
if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
return offset;
// Make sure the offset doesn't go in the wrong direction
scaleY = Math.Abs(scaleY);
//if we don't have UpperUnpegged flag, normalize offset
2020-05-21 12:20:02 +00:00
double surfaceHeight = side.GetHighHeight() * scaleY;
return Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
}
//mxd. This converts offsetY from/to "normalized" offset for given middle wall
2020-05-21 12:20:02 +00:00
public static double GetSidedefMiddleOffsetY(Sidedef side, double offset, double scaleY, bool fromNormalized)
{
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(side.Sector == null) return offset;
// Make sure the offset doesn't go in the wrong direction
scaleY = Math.Abs(scaleY);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
// Normalize offset
2020-05-21 12:20:02 +00:00
double surfaceHeight;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(side.Other != null && side.Other.Sector != null)
{
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// Double-sided with LowerUnpeggedFlag set
surfaceHeight = (side.Sector.CeilHeight - Math.Max(side.Sector.FloorHeight, side.Other.Sector.FloorHeight)) * scaleY;
}
else
{
// Double-sided without LowerUnpeggedFlag
surfaceHeight = Math.Abs(side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
}
}
else
{
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// Single-sided with LowerUnpeggedFlag set
// Absolute value is used because ceiling height of vavoom-type 3d floors
// is lower than floor height
surfaceHeight = (Math.Abs(side.Sector.CeilHeight - side.Sector.FloorHeight)) * scaleY;
}
else
{
// Single-sided without LowerUnpeggedFlag
return offset;
}
}
2020-05-21 12:20:02 +00:00
return Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
}
//mxd. This converts offsetY from/to "normalized" offset for given lower wall
2020-05-21 12:20:02 +00:00
public static double GetSidedefBottomOffsetY(Sidedef side, double offset, double scaleY, bool fromNormalized)
{
2020-05-21 12:20:02 +00:00
double surfaceHeight;
// Make sure the offset doesn't go in the wrong direction
scaleY = Math.Abs(scaleY);
if (side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
if(side.Other == null || side.Other.Sector == null || side.Sector.CeilTexture != General.Map.Config.SkyFlatName ||
side.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
return offset;
//normalize offset the way Doom does it when front and back sector's ceiling is sky
surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
}
else
{
//normalize offset
surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.FloorHeight) * scaleY;
}
2020-05-21 12:20:02 +00:00
return Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
}
#endregion
#region ================== Tags and Actions
/// <summary>
/// This removes all tags on the marked geometry.
/// </summary>
public static void RemoveMarkedTags()
{
General.Map.Map.ForAllTags<object>(RemoveTagHandler, true, null);
}
// This removes tags
private static void RemoveTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, object obj)
{
value = 0;
}
/// <summary>
/// This renumbers all tags on the marked geometry.
/// </summary>
public static void RenumberMarkedTags()
{
Dictionary<int, int> tagsmap = new Dictionary<int, int>();
// Collect the tag numbers used in the marked geometry
General.Map.Map.ForAllTags(CollectTagNumbersHandler, true, tagsmap);
// Get new tags that are unique within unmarked geometry
List<int> newtags = General.Map.Map.GetMultipleNewTags(tagsmap.Count, false);
// Map the old tags with the new tags
int index = 0;
List<int> oldkeys = new List<int>(tagsmap.Keys);
foreach(int ot in oldkeys) tagsmap[ot] = newtags[index++];
// Now renumber the old tags with the new ones
General.Map.Map.ForAllTags(RenumberTagsHandler, true, tagsmap);
}
// This collects tags in a dictionary
private static void CollectTagNumbersHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, int> tagsmap)
{
if(value != 0)
tagsmap[value] = value;
}
// This remaps tags from a dictionary
private static void RenumberTagsHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, int> tagsmap)
{
if(value != 0)
value = tagsmap[value];
}
/// <summary>
/// This removes all actions on the marked geometry.
/// </summary>
public static void RemoveMarkedActions()
{
// Remove actions from things
foreach(Thing t in General.Map.Map.Things)
{
if(t.Marked)
{
t.Action = 0;
for(int i = 0; i < Thing.NUM_ARGS; i++) t.Args[i] = 0;
}
}
// Remove actions from linedefs
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Marked)
{
l.Action = 0;
for(int i = 0; i < Linedef.NUM_ARGS; i++) l.Args[i] = 0;
}
}
}
#endregion
2013-03-18 13:52:27 +00:00
#region ================== Things (mxd)
2013-03-18 13:52:27 +00:00
public static bool TryAlignThingToLine(Thing t, Linedef l)
{
if(l.Back == null)
{
if(CanAlignThingTo(t, l.Front.Sector))
{
AlignThingToLine(t, l, true);
2013-03-18 13:52:27 +00:00
return true;
}
return false;
}
if(l.Front == null )
{
if(CanAlignThingTo(t, l.Back.Sector))
{
AlignThingToLine(t, l, false);
2013-03-18 13:52:27 +00:00
return true;
}
return false;
}
2020-05-21 12:20:02 +00:00
double side = l.SideOfLine(t.Position);
2013-03-18 13:52:27 +00:00
//already on line
if(side == 0)
{
2013-03-18 13:52:27 +00:00
t.Rotate(General.ClampAngle(180 + l.AngleDeg));
return true;
}
//thing is on front side of the line
if(side < 0)
{
2013-03-18 13:52:27 +00:00
//got any walls to align to?
if((l.Front.LongMiddleTexture != MapSet.EmptyLongName && CanAlignThingTo(t, l.Front.Sector))
|| CanAlignThingTo(t, l.Front.Sector, l.Back.Sector))
{
AlignThingToLine(t, l, true);
2013-03-18 13:52:27 +00:00
return true;
}
return false;
}
//thing is on back side of the line
//got any walls to align to?
if((l.Back.LongMiddleTexture != MapSet.EmptyLongName && CanAlignThingTo(t, l.Back.Sector))
|| CanAlignThingTo(t, l.Back.Sector, l.Front.Sector))
{
AlignThingToLine(t, l, false);
2013-03-18 13:52:27 +00:00
return true;
}
return false;
}
// Checks if there's a wall at appropriate height to align thing to
private static bool CanAlignThingTo(Thing t, Sector front, Sector back)
{
2013-03-18 13:52:27 +00:00
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
int absz = GetThingAbsoluteZ(t, ti);
int height = ti.Height == 0 ? 1 : (int)ti.Height;
Rectangle thing = new Rectangle(0, ti.Hangs ? absz - height : absz, 1, height);
if(front.FloorHeight < back.FloorHeight)
{
2013-03-18 13:52:27 +00:00
Rectangle lower = new Rectangle(0, front.FloorHeight, 1, back.FloorHeight - front.FloorHeight);
if(thing.IntersectsWith(lower)) return true;
2013-03-18 13:52:27 +00:00
}
if(front.CeilHeight > back.CeilHeight)
{
2013-03-18 13:52:27 +00:00
Rectangle upper = new Rectangle(0, back.CeilHeight, 1, front.CeilHeight - back.CeilHeight);
if(thing.IntersectsWith(upper)) return true;
2013-03-18 13:52:27 +00:00
}
return false;
}
// Checks if there's a wall at appropriate height to align thing to
private static bool CanAlignThingTo(Thing t, Sector sector)
{
2013-03-18 13:52:27 +00:00
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
int absz = GetThingAbsoluteZ(t, ti);
Rectangle thing = new Rectangle(0, absz, 1, ti.Height == 0 ? 1 : (int)ti.Height);
Rectangle middle = new Rectangle(0, sector.FloorHeight, 1, sector.CeilHeight - sector.FloorHeight);
return thing.IntersectsWith(middle);
}
private static void AlignThingToLine(Thing t, Linedef l, bool front)
{
2013-03-18 13:52:27 +00:00
//get aligned position
Vector2D pos = l.NearestOnLine(t.Position);
Sector initialSector = t.Sector;
//add a small offset so we don't end up moving thing into void
if(front)
t.Move(new Vector2D(pos.x - Math.Cos(l.Angle), pos.y - Math.Sin(l.Angle)));
2013-03-18 13:52:27 +00:00
else
t.Move(new Vector2D(pos.x + Math.Cos(l.Angle), pos.y + Math.Sin(l.Angle)));
2013-03-18 13:52:27 +00:00
//apply new settings
t.SnapToAccuracy();
t.DetermineSector();
t.Rotate(General.ClampAngle(front ? 180 + l.AngleDeg : l.AngleDeg));
//keep thing height constant
if(initialSector != t.Sector && General.Map.FormatInterface.HasThingHeight)
{
2013-03-18 13:52:27 +00:00
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
if(ti.AbsoluteZ) return;
if(ti.Hangs && initialSector.CeilHeight != t.Sector.CeilHeight)
{
2013-03-18 13:52:27 +00:00
t.Move(t.Position.x, t.Position.y, t.Position.z - (initialSector.CeilHeight - t.Sector.CeilHeight));
return;
}
if(initialSector.FloorHeight != t.Sector.FloorHeight)
t.Move(t.Position.x, t.Position.y, t.Position.z + (initialSector.FloorHeight - t.Sector.FloorHeight));
}
}
public static int GetThingAbsoluteZ(Thing t, ThingTypeInfo ti)
{
2013-03-18 13:52:27 +00:00
// Determine z info
if(ti.AbsoluteZ) return (int)t.Position.z;
2013-03-18 13:52:27 +00:00
if(t.Sector != null)
{
// Hangs from ceiling?
if(ti.Hangs) return (int)(t.Sector.CeilHeight - t.Position.z - ti.Height);
return (int)(t.Sector.FloorHeight + t.Position.z);
}
return (int)t.Position.z;
2013-03-18 13:52:27 +00:00
}
#endregion
#region ================== Sectors (mxd)
public static void SplitOuterSectors(IEnumerable<Linedef> drawnlines)
{
Dictionary<Sector, HashSet<Sidedef>> sectorsidesref = new Dictionary<Sector, HashSet<Sidedef>>();
HashSet<Sidedef> drawnsides = new HashSet<Sidedef>();
// Create drawn lines per sector collection
foreach(Linedef l in drawnlines)
{
if(l.Front != null && (l.Front.Sector != null && !SectorWasInvalid(l.Front.Sector)))
{
// Add only multipart sectors
if(l.Front.Sector.Triangles.IslandVertices.Count > 1)
{
if(!sectorsidesref.ContainsKey(l.Front.Sector)) sectorsidesref[l.Front.Sector] = new HashSet<Sidedef>();
sectorsidesref[l.Front.Sector].Add(l.Front);
}
drawnsides.Add(l.Front);
}
if(l.Back != null && (l.Back.Sector != null && !SectorWasInvalid(l.Back.Sector)))
{
// Add only multipart sectors
if(l.Back.Sector.Triangles.IslandVertices.Count > 1)
{
if(!sectorsidesref.ContainsKey(l.Back.Sector)) sectorsidesref[l.Back.Sector] = new HashSet<Sidedef>();
sectorsidesref[l.Back.Sector].Add(l.Back);
}
drawnsides.Add(l.Back);
}
}
// Split sectors
foreach(KeyValuePair<Sector, HashSet<Sidedef>> group in sectorsidesref)
{
// Sector has all sides selected?
if(group.Key.Sidedefs.Count == group.Value.Count)
{
group.Key.Marked = true; // Sometimes those are not marked...
continue;
}
// Process all sides
foreach(Sidedef side in group.Value)
{
// Sector was already split?
if(side.Sector != group.Key) continue;
// Find drawing interior
List<LinedefSide> linedefsides = FindPotentialSectorAt(side.Line, side.IsFront);
// Number of potential sides fewer than the sector has?
if(linedefsides != null && linedefsides.Count > 0 && linedefsides.Count < group.Key.Sidedefs.Count)
{
// Collect sidedefs from new sector shape...
HashSet<Sidedef> newsectorsides = new HashSet<Sidedef>();
foreach(LinedefSide ls in linedefsides)
{
Sidedef s = (ls.Front ? ls.Line.Front : ls.Line.Back);
if(s != null) newsectorsides.Add(s);
}
// Make new sector only if one of the remaining sector sides was also drawn...
foreach(Sidedef s in group.Key.Sidedefs)
{
if(newsectorsides.Contains(s)) continue;
if(drawnsides.Contains(s))
{
Sector newsector = MakeSector(linedefsides, null, false);
if(newsector != null)
{
newsector.UpdateCache();
group.Key.UpdateCache();
}
// Existing sector may've become invalid
SectorWasInvalid(group.Key);
break;
}
}
}
}
}
}
private static bool SectorWasInvalid(Sector s)
{
if(s.Sidedefs == null || s.Sidedefs.Count < 3 || s.FlatVertices.Length < 3)
{
// Collect changed lines
HashSet<Linedef> changedlines = new HashSet<Linedef>();
if(s.Sidedefs != null)
{
foreach(Sidedef side in s.Sidedefs) changedlines.Add(side.Line);
}
// Delete sector
s.Dispose();
// Correct lines
foreach(Linedef l in changedlines)
{
l.ApplySidedFlags();
if(l.Front == null)
{
l.FlipVertices();
l.FlipSidedefs();
}
}
return true;
}
return false;
}
#endregion
#region ================== Linedefs (mxd)
/// <summary>Flips sector linedefs so they all face either inward or outward.</summary>
public static void FlipSectorLinedefs(ICollection<Sector> sectors, bool selectedlinesonly)
{
HashSet<Linedef> processed = new HashSet<Linedef>();
foreach(Sector s in sectors)
{
List<Linedef> frontlines = new List<Linedef>();
List<Linedef> backlines = new List<Linedef>();
int unselectedfrontlines = 0;
int unselectedbacklines = 0;
//sort lines
foreach(Sidedef side in s.Sidedefs)
{
if(processed.Contains(side.Line)) continue;
if(selectedlinesonly && !side.Line.Selected)
{
if(side == side.Line.Front) unselectedfrontlines++;
else unselectedbacklines++;
continue;
}
if(side == side.Line.Front)
frontlines.Add(side.Line);
else
backlines.Add(side.Line);
processed.Add(side.Line);
}
//flip lines
if(frontlines.Count == 0 || (frontlines.Count + unselectedfrontlines > backlines.Count + unselectedbacklines && backlines.Count > 0))
{
foreach(Linedef l in backlines)
{
l.FlipVertices();
l.FlipSidedefs();
}
}
else
{
foreach(Linedef l in frontlines)
{
// Skip single-sided lines with only front side
if(l.Back != null)
{
l.FlipVertices();
l.FlipSidedefs();
}
}
}
}
}
#endregion
#region ================== Sidedefs (mxd)
/// <summary>Updates the 'lightfog' UDMF flag to display sidedef brightness on fogged walls. Returns 1 if flag was added, -1 if it was removed, 0 if flag wasn't changed</summary>
public static int UpdateLightFogFlag(Sidedef side)
{
//Side requires the flag?
if(side.Sector == null) return 0;
if(!side.Fields.ContainsKey("light"))
{
//Unset the flag
if(side.IsFlagSet("lightfog"))
{
side.SetFlag("lightfog", false);
return -1;
}
return 0;
}
//Update the flag
if(General.Map.Data.MapInfo.HasFadeColor ||
(General.Map.Data.MapInfo.HasOutsideFogColor && side.Sector.CeilTexture == General.Map.Config.SkyFlatName) ||
side.Sector.Fields.ContainsKey("fadecolor"))
{
//Set the flag
if(!side.IsFlagSet("lightfog"))
{
side.SetFlag("lightfog", true);
return 1;
}
}
else
{
//Unset the flag
if(side.IsFlagSet("lightfog"))
{
side.SetFlag("lightfog", false);
return -1;
}
}
return 0;
}
#endregion
#region ================== Misc Exported Functions
/// <summary>
/// This performs a Hermite spline interpolation and returns the result position.
/// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2).
/// </summary>
public static Vector2D HermiteSpline(Vector2D p1, Vector2D t1, Vector2D p2, Vector2D t2, float u)
{
return RenderDevice.V2D(Vector2f.Hermite(RenderDevice.V2(p1), RenderDevice.V2(t1), RenderDevice.V2(p2), RenderDevice.V2(t2), u));
}
/// <summary>
/// This performs a Hermite spline interpolation and returns the result position.
/// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2).
/// </summary>
public static Vector3D HermiteSpline(Vector3D p1, Vector3D t1, Vector3D p2, Vector3D t2, float u)
{
return RenderDevice.V3D(Vector3f.Hermite(RenderDevice.V3(p1), RenderDevice.V3(t1), RenderDevice.V3(p2), RenderDevice.V3(t2), u));
}
//mxd
public static int GetDropDownWidth(ComboBox cb)
{
int maxwidth = 0;
foreach(var obj in cb.Items)
{
int temp = TextRenderer.MeasureText(obj.ToString(), cb.Font).Width;
if(temp > maxwidth) maxwidth = temp;
}
return maxwidth > 0 ? maxwidth + 6 : 1;
}
//mxd
public static PixelColor GetSectorFadeColor(Sector s)
{
if(s.Fields.ContainsKey("fadecolor")) return PixelColor.FromInt(s.Fields.GetValue("fadecolor", 0));
if(General.Map.Data.MapInfo.HasOutsideFogColor && s.CeilTexture == General.Map.Config.SkyFlatName)
return PixelColor.FromColor(General.Map.Data.MapInfo.OutsideFogColor.ToColor());
return PixelColor.FromColor(General.Map.Data.MapInfo.HasFadeColor ? General.Map.Data.MapInfo.FadeColor.ToColor() : Color.Black);
}
#endregion
}
}