UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckOverlappingLines.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.Linq;
using System.Threading;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check overlapping lines", true, 500)]
public class CheckOverlappingLines : ErrorChecker
{
#region ================== Constants
private const int PROGRESS_STEP = 100;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckOverlappingLines()
{
// Total progress is done when all lines are checked
SetTotalProgress(General.Map.Map.Linedefs.Count / PROGRESS_STEP);
}
#endregion
#region ================== Methods
// This runs the check
public override void Run()
{
Dictionary<Linedef, Linedef> donelines = new Dictionary<Linedef, Linedef>();
BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
int progress = 0;
int stepprogress = 0;
// Go for all the liendefs
foreach(Linedef l in General.Map.Map.Linedefs)
{
// Check if not already done
if(!donelines.ContainsKey(l))
{
// And go for all the linedefs that could overlap
List<BlockEntry> blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position);
Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
foreach(BlockEntry b in blocks)
{
foreach(Linedef d in b.Lines)
{
// Not the same line and not already checked
if(!object.ReferenceEquals(l, d) && !doneblocklines.ContainsKey(d))
{
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double lu, du;
// Temporary lines
Line2D tl = l.Line;
Line2D td = d.Line;
// If vertices are off-grid and far from the map's origin the calculation of the intersection can go wrong because of rounding errors.
// So if any vertex is off-grid we'll to the calculations with lines that are closer to the origin. This is pretty ugly :(
// See https://github.com/jewalky/UltimateDoomBuilder/issues/713
if (General.Map.FormatInterface.VertexDecimals > 0 &&
l.Line.v1.x % 1 != 0.0 && l.Line.v1.y % 1 != 0.0 && l.Line.v2.x % 1 != 0.0 && l.Line.v2.y % 1 != 0.0 &&
d.Line.v1.x % 1 != 0.0 && d.Line.v1.y % 1 != 0.0 && d.Line.v2.x % 1 != 0.0 && d.Line.v2.y % 1 != 0.0)
{
HashSet<Vertex> vertices = new HashSet<Vertex>() { l.Start, l.End, d.Start, d.End };
// Create the offset we want to move the lines by. It is getting the most extreme values of the vertices
Vector2D offset = new Vector2D(
(int)vertices.OrderBy(v => Math.Abs(v.Position.x)).First().Position.x,
(int)vertices.OrderBy(v => Math.Abs(v.Position.y)).First().Position.y
);
// Create the two lines to check. this takes the original values, applies the offset, then rounds them to the map format's precision
tl = new Line2D(
new Vector2D(Math.Round(l.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
new Vector2D(Math.Round(l.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
);
td = new Line2D(
new Vector2D(Math.Round(d.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
new Vector2D(Math.Round(d.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
);
}
//mxd. This can also happen. I suppose. Some people manage to do this. I dunno how, but they do...
if((l.Start.Position == d.Start.Position && l.End.Position == d.End.Position)
|| (l.Start.Position == d.End.Position && l.End.Position == d.Start.Position))
{
SubmitResult(new ResultLineOverlapping(l, d));
donelines[d] = d;
}
else if(tl.GetIntersection(td, out du, out lu))
{
// Check if the lines touch. Note that I don't include 0.0 and 1.0 here because
// the lines may be touching at the ends when sharing the same vertex.
if(General.Map.FormatInterface.VertexDecimals > 0) //mxd
{
lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
du = Math.Round(du, General.Map.FormatInterface.VertexDecimals);
}
if ((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
{
// Check if not the same sector on all sides
Sector samesector = null;
if (l.Front != null) samesector = l.Front.Sector;
else if (l.Back != null) samesector = l.Back.Sector;
else if (d.Front != null) samesector = d.Front.Sector;
else if (d.Back != null) samesector = d.Back.Sector;
if ((l.Front == null) || (l.Front.Sector != samesector)) samesector = null;
else if ((l.Back == null) || (l.Back.Sector != samesector)) samesector = null;
else if ((d.Front == null) || (d.Front.Sector != samesector)) samesector = null;
else if ((d.Back == null) || (d.Back.Sector != samesector)) samesector = null;
if (samesector == null)
{
SubmitResult(new ResultLineOverlapping(l, d));
donelines[d] = d;
}
}
}
// Checked
doneblocklines.Add(d, d);
}
}
}
}
// Handle thread interruption
try { Thread.Sleep(0); }
catch(ThreadInterruptedException) { return; }
// We are making progress!
if((++progress / PROGRESS_STEP) > stepprogress)
{
stepprogress = (progress / PROGRESS_STEP);
AddProgress(1);
}
}
}
#endregion
}
}