UltimateZoneBuilder/Source/Core/Map/Vertex.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 CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Vertex : SelectableElement
{
#region ================== Constants
public const int BUFFERVERTICES = 1;
public const int RENDERPRIMITIVES = 1;
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Vertex> selecteditem;
// Position
private Vector2D pos;
//mxd. Height
private float zfloor;
private float zceiling;
// References
private LinkedList<Linedef> linedefs;
// Cloning
private Vertex clone;
private int serializedindex;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Linedef> Linedefs { get { return linedefs; } }
public Vector2D Position { get { return pos; } }
internal Vertex Clone { get { return clone; } set { clone = value; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
public float ZCeiling { //mxd
get { return zceiling; }
set {
if(zceiling != value)
{
BeforeFieldsChange();
zceiling = value;
}
}
}
public float ZFloor { //mxd
get { return zfloor; }
set {
if(zfloor != value)
{
BeforeFieldsChange();
zfloor = value;
}
}
}
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Vertex(MapSet map, int listindex, Vector2D pos)
{
// Initialize
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
this.elementtype = MapElementType.VERTEX; //mxd
this.map = map;
this.linedefs = new LinkedList<Linedef>();
this.listindex = listindex;
this.pos = pos;
this.zceiling = float.NaN; //mxd
this.zfloor = float.NaN; //mxd
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddVertex(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
if(map.AutoRemove)
{
// Dispose the lines that are attached to this vertex
// because a linedef cannot exist without 2 vertices.
foreach(Linedef ld in linedefs) ld.Dispose();
}
else
{
// Detach from linedefs
foreach(Linedef ld in linedefs) ld.DetachVertexP(this);
}
if(map == General.Map.Map)
General.Map.UndoRedo.RecRemVertex(this);
// Remove from main list
map.RemoveVertex(listindex);
// Clean up
linedefs = null;
map = null;
//mxd. Restore isdisposed so base classes can do their disposal job
isdisposed = false;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpVertex(this);
}
// This attaches a linedef and returns the listitem
internal LinkedListNode<Linedef> AttachLinedefP(Linedef l)
{
return linedefs.AddLast(l);
}
// This detaches a linedef
internal void DetachLinedefP(LinkedListNode<Linedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove linedef
linedefs.Remove(l);
// No more linedefs left?
if((linedefs.Count == 0) && map.AutoRemove)
{
// This vertex is now useless, dispose it
this.Dispose();
}
}
}
// Serialize / deserialize
2013-03-18 13:52:27 +00:00
new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting) BeforePropsChange();
base.ReadWrite(s);
s.rwVector2D(ref pos);
s.rwFloat(ref zceiling); //mxd
s.rwFloat(ref zfloor); //mxd
if(s.IsWriting)
{
// Let all lines know they need an update
foreach(Linedef l in linedefs) l.NeedUpdate();
}
}
// Selected
protected override void DoSelect()
{
base.DoSelect();
selecteditem = map.SelectedVertices.AddLast(this);
}
// Deselect
protected override void DoUnselect()
{
base.DoUnselect();
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
selecteditem = null;
}
#endregion
#region ================== Methods
// This copies all properties to another thing
public void CopyPropertiesTo(Vertex v)
{
v.BeforePropsChange();
// Copy properties
v.pos = pos;
v.zceiling = zceiling; //mxd
v.zfloor = zfloor; //mxd
base.CopyPropertiesTo(v);
}
// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{
return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y);
}
// This returns the distance from given coordinates
public float DistanceTo(Vector2D p)
{
return Vector2D.Distance(p, pos);
}
// This finds the line closest to the specified position
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
// This moves the vertex
public void Move(Vector2D newpos)
{
// Do we actually move?
if(newpos != pos)
{
BeforePropsChange();
// Change position
pos = newpos;
#if DEBUG
if(float.IsNaN(pos.x) || float.IsNaN(pos.y) ||
float.IsInfinity(pos.x) || float.IsInfinity(pos.y))
{
General.Fail("Invalid vertex position! The given vertex coordinates cannot be NaN or Infinite.");
}
#endif
// Let all lines know they need an update
foreach(Linedef l in linedefs) l.NeedUpdate();
General.Map.IsChanged = true;
}
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy()
{
SnapToAccuracy(true);
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy(bool usepreciseposition)
{
// Round the coordinates
Vector2D newpos = new Vector2D((float)Math.Round(pos.x, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)),
(float)Math.Round(pos.y, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)));
this.Move(newpos);
}
// This snaps the vertex to the grid
public void SnapToGrid()
{
// Calculate nearest grid coordinates
this.Move(General.Map.Grid.SnappedToGrid(pos));
}
// This joins another vertex
// Which means this vertex is removed and the other is kept!
public void Join(Vertex other)
{
// If either of the two vertices was selected, keep the other selected
if(this.Selected) other.Selected = true;
if(this.marked) other.marked = true;
// Any linedefs to move?
if(linedefs.Count > 0)
{
// Detach all linedefs and attach them to the other
// This will automatically dispose this vertex
while(linedefs != null)
{
// Move the line to the other vertex
if(linedefs.First.Value.Start == this)
linedefs.First.Value.SetStartVertex(other);
else
linedefs.First.Value.SetEndVertex(other);
}
}
else
{
// No lines attached
// Dispose manually
this.Dispose();
}
General.Map.IsChanged = true;
}
// String representation
public override string ToString()
{
return "Vertex (" + pos + ")";
}
#endregion
}
}