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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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3D Floor Mode: fixed an issue where new control sectors could not be created if any sector's bounding box completely encompassed the Control Sector Area
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parent
882744593d
commit
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1 changed files with 81 additions and 26 deletions
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@ -317,14 +317,15 @@ namespace CodeImp.DoomBuilder.ThreeDFloorMode
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List<BlockEntry> blocks = blockmap.GetLineBlocks(
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List<BlockEntry> blocks = blockmap.GetLineBlocks(
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new Vector2D(x + 1, y - 1),
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new Vector2D(x + 1, y - 1),
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new Vector2D(x + gridsize - 1, y - gridsize + 1)
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new Vector2D(x + gridsize - 1, y - gridsize + 1)
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);
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);
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// The way our blockmap is built and queried we will always get exactly one block
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// The way our blockmap is built and queried we will always get exactly one block
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if (blocks[0].Sectors.Count == 0)
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// Try the next position of the current one is occupied by another sector
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{
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if (blocks[0].Sectors.Any(s => SectorInNewControlSectorSpace(x, y, s)))
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positions.Add(new Vector2D(x + margin, y - margin));
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continue;
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numsectors--;
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}
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positions.Add(new Vector2D(x + margin, y - margin));
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numsectors--;
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if (numsectors == 0)
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if (numsectors == 0)
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return positions;
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return positions;
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@ -354,30 +355,84 @@ namespace CodeImp.DoomBuilder.ThreeDFloorMode
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List<BlockEntry> blocks = blockmap.GetLineBlocks(
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List<BlockEntry> blocks = blockmap.GetLineBlocks(
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new Vector2D(x + 1, y - 1),
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new Vector2D(x + 1, y - 1),
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new Vector2D(x + gridsize - 1, y - gridsize + 1)
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new Vector2D(x + gridsize - 1, y - gridsize + 1)
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);
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);
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// The way our blockmap is built and queried we will always get exactly one block
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// The way our blockmap is built and queried we will always get exactly one block
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if (blocks[0].Sectors.Count == 0)
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// Try the next position of the current one is occupied by another sector
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{
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if (blocks[0].Sectors.Any(s => SectorInNewControlSectorSpace(x, y, s)))
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Point p = new Point(x + margin, y - margin);
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continue;
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dv.Add(SectorVertex(p.X, p.Y));
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Point p = new Point(x + margin, y - margin);
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dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y));
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dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
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dv.Add(SectorVertex(p.X, p.Y));
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dv.Add(SectorVertex(p.X, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
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dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y));
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dv.Add(SectorVertex(p.X, p.Y));
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dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
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dv.Add(SectorVertex(p.X, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
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numsectors--;
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dv.Add(SectorVertex(p.X, p.Y));
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if (numsectors == 0)
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numsectors--;
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return dv;
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}
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if (numsectors == 0)
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return dv;
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}
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}
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}
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}
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throw new NoSpaceInCSAException("No space left for control sectors");
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throw new NoSpaceInCSAException("No space left for control sectors");
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}
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}
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/// <summary>
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/// Checks if the given sector and position for the new control sector intersect in any way.
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/// </summary>
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/// <param name="x">Leftmost X position of the new control sector space</param>
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/// <param name="y">Topmost Y position of the new control sector space</param>
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/// <param name="sector">The sector to check against</param>
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/// <returns>true if there's an intersection, false if there isn't</returns>
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private bool SectorInNewControlSectorSpace(int x, int y, Sector sector)
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{
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RectangleF rect = new RectangleF(x + 1, y - 1, gridsize - 2, gridsize - 2);
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HashSet<Vertex> sectorvertices = new HashSet<Vertex>();
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// Any of the sector's sidedef's linedef's vertices inside the new control sector's space?
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foreach (Sidedef sd in sector.Sidedefs)
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{
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sectorvertices.Add(sd.Line.Start);
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sectorvertices.Add(sd.Line.End);
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}
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foreach (Vertex v in sectorvertices)
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if (rect.Contains((float)v.Position.x, (float)v.Position.y))
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return true;
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// Any of the new vertex positions in the sector?
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Vector2D[] points = new Vector2D[]
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{
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new Vector2D(x + 1, y - 1),
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new Vector2D(x + gridsize - 1, y - 1),
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new Vector2D(x + gridsize - 1, y + gridsize + 1),
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new Vector2D(x + 1, y + gridsize + 1)
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};
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foreach (Vector2D v in points)
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if (sector.Intersect(v))
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return true;
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// Any of the new lines and the sector's lines overlapping?
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Line2D[] lines = new Line2D[]
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{
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new Line2D(points[0], points[1]),
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new Line2D(points[1], points[2]),
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new Line2D(points[2], points[3]),
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new Line2D(points[3], points[0])
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};
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foreach (Sidedef sd in sector.Sidedefs)
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foreach (Line2D line in lines)
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if (Line2D.GetIntersection(sd.Line.Line, line))
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return true;
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return false;
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}
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public bool Inside(float x, float y)
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public bool Inside(float x, float y)
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{
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{
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return Inside(new Vector2D(x, y));
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return Inside(new Vector2D(x, y));
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