Fixed a problem where linedefs were not split correctly under certain conditions when drawing or moving lines

This commit is contained in:
biwa 2021-05-13 14:44:15 +02:00
parent 926fcd486d
commit 0d78a48bd5

View file

@ -2988,52 +2988,60 @@ namespace CodeImp.DoomBuilder.Map
lineverts.Add(l.End); lineverts.Add(l.End);
} }
for(int w = 0; w < bmWidth; w++) foreach (Vertex v in verts)
{ {
for(int h = 0; h < bmHeight; h++) HashSet<BlockEntry> blocks;
// If a vertex is in the very bottom left of it's block, and a linedef passes through the vertex it can
// happen (depending on the linedef's direction) that the vertex and the linedef are not in the same
// block. This will cause the linedef to not be split correctly. The prevent this we'll get all blocks
// surrounding the vertex, since the linedef will definitely be in at least one of them. Otherwise
// just take the block the vertex is in.
if ((blockmap.Range.Left - (int)v.Position.x) % blockmap.BlockSize == 0 && (blockmap.Range.Bottom - (int)v.Position.y) % blockmap.BlockSize == 0)
{ {
BlockEntry block = bmap[w, h]; blocks = blockmap.GetSquareRange(v.Position.x - 1, v.Position.y - 1, 2, 2);
if(block.Vertices.Count == 0 || block.Lines.Count == 0) continue; }
else
{
blocks = new HashSet<BlockEntry>() { blockmap.GetBlockAt(v.Position) };
}
// Go for all the lines foreach (BlockEntry be in blocks)
for(int i = 0; i < block.Lines.Count; i++) {
if (be == null) continue;
for (int i = 0; i < be.Lines.Count; i++)
{ {
Linedef l = block.Lines[i]; Linedef l = be.Lines[i];
// Go for all the vertices // Check if v is close enough to l for splitting
for(int c = 0; c < block.Vertices.Count; c++) if (l.DistanceToSq(v.Position, true) <= splitdist2)
{ {
Vertex v = block.Vertices[c]; // Line is not already referencing v?
Vector2D deltastart = l.Start.Position - v.Position;
// Check if v is close enough to l for splitting Vector2D deltaend = l.End.Position - v.Position;
if(l.DistanceToSq(v.Position, true) <= splitdist2) if (((Math.Abs(deltastart.x) > 0.001) || (Math.Abs(deltastart.y) > 0.001)) &&
((Math.Abs(deltaend.x) > 0.001) || (Math.Abs(deltaend.y) > 0.001)))
{ {
// Line is not already referencing v? // Split line l with vertex v
Vector2D deltastart = l.Start.Position - v.Position; Linedef nl = l.Split(v);
Vector2D deltaend = l.End.Position - v.Position; if (nl == null) return false;
if(((Math.Abs(deltastart.x) > 0.001f) || (Math.Abs(deltastart.y) > 0.001f)) && v.Marked = true; //mxd
((Math.Abs(deltaend.x) > 0.001f) || (Math.Abs(deltaend.y) > 0.001f))) splitverts.Add(v); //mxd
// Add the new line to the list
lines.Add(nl);
blockmap.AddLinedef(nl);
// Both lines must be updated because their new length is relevant for next iterations!
l.UpdateCache();
nl.UpdateCache();
// Add both lines to changedlines
if (changedlines != null)
{ {
// Split line l with vertex v changedlines.Add(l);
Linedef nl = l.Split(v); changedlines.Add(nl);
if(nl == null) return false;
v.Marked = true; //mxd
splitverts.Add(v); //mxd
// Add the new line to the list
lines.Add(nl);
blockmap.AddLinedef(nl);
// Both lines must be updated because their new length is relevant for next iterations!
l.UpdateCache();
nl.UpdateCache();
// Add both lines to changedlines
if(changedlines != null)
{
changedlines.Add(l);
changedlines.Add(nl);
}
} }
} }
} }