moved intuitive line drawing code to doom builder core

This commit is contained in:
codeimp 2008-10-26 09:49:06 +00:00
parent 00bf885d5e
commit b4fcd78897
6 changed files with 487 additions and 425 deletions

View file

@ -77,3 +77,9 @@ Map statistics plugin
So in a Hexen-format map, the default activation for a linedef special is "player walks over". Could DB2 be made smart enough to instead use "player presses use" for default activation method when the line is impassible?
===========================================================================================
Plugin to make a quick sector draw (square/circle) by drawing a single line
===========================================================================================

View file

@ -1,19 +1,15 @@
- Add more find/replace types
- Move the find/replace mode into the core so that plugins can easily add things to search for.
- Make error checking feature (in the core)
- Make quick sector draw (square/circle) mode
- Make 3D Mode (config specific!)
- Make texture alignment features
- Add more error checks
- Make script editor
- Make DECORATE support
- Make 3D Mode (config specific!)
- Make texture alignment features
- Make plugin dependencies
(load BEFORE and load AFTER so that also their functions are called in that order)

View file

@ -114,6 +114,7 @@
<Compile Include="Actions\SpecialKeys.cs" />
<Compile Include="Config\NodebuilderInfo.cs" />
<Compile Include="Geometry\Angle2D.cs" />
<Compile Include="Geometry\DrawnVertex.cs" />
<Compile Include="Geometry\LabelPositionInfo.cs" />
<Compile Include="Geometry\LinedefsTracePath.cs" />
<Compile Include="Geometry\LinedefAngleSorter.cs" />

View file

@ -43,16 +43,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
public class DrawGeometryMode : BaseClassicMode
{
#region ================== Structures
private struct DrawnVertex
{
public Vector2D pos;
public bool stitch;
}
#endregion
#region ================== Constants
private const float LINE_THICKNESS = 0.8f;
@ -351,15 +341,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Accepted
public override void OnAccept()
{
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;
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
@ -370,405 +351,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Line draw", UndoGroup.None, 0);
/***************************************************\
STEP 1: Create the new geometry
\***************************************************/
// Make first vertex
Vertex v1 = map.CreateVertex(points[0].pos);
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);
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);
ld.Marked = true;
ld.Selected = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Should we split this line to merge with intersecting lines?
if(points[i - 1].stitch && points[i].stitch)
{
// Check if any other lines intersect this line
List<float> intersections = new List<float>();
Line2D measureline = ld.Line;
foreach(Linedef ld2 in map.Linedefs)
{
// Intersecting?
// We only keep the unit length from the start of the line and
// do the real splitting later, when all intersections are known
float u;
if(ld2.Line.GetIntersection(measureline, out u))
{
if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld))
intersections.Add(u);
}
}
// Sort the intersections
intersections.Sort();
// Go for all found intersections
Linedef splitline = ld;
foreach(float 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);
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);
splitline.ApplySidedFlags();
newlines.Add(splitline);
}
}
// Next
v1 = v2;
}
// Join merge vertices so that overlapping vertices in the draw become one.
MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
// We prefer a closed polygon, because then we can determine the interior properly
// Check if the two ends of the polygon are closed
bool drawingclosed = false;
if(newlines.Count > 0)
{
// When not closed, we will try to find a path to close it
Linedef firstline = newlines[0];
Linedef lastline = newlines[newlines.Count - 1];
drawingclosed = (firstline.Start == lastline.End);
if(!drawingclosed)
{
// First and last vertex stitch with geometry?
if(points[0].stitch && points[points.Count - 1].stitch)
{
// Find out where they will stitch
Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
if((l1 != null) && (l2 != null))
{
List<LinedefSide> shortestpath = null;
// Same line?
if(l1 == l2)
{
// Then just connect the two
shortestpath = new List<LinedefSide>();
shortestpath.Add(new LinedefSide(l1, true));
}
else
{
// Find the shortest, closest path between these lines
List<List<LinedefSide>> paths = new List<List<LinedefSide>>(8);
paths.Add(Tools.FindClosestPath(l1, true, l2, true, true));
paths.Add(Tools.FindClosestPath(l1, true, l2, false, true));
paths.Add(Tools.FindClosestPath(l1, false, l2, true, true));
paths.Add(Tools.FindClosestPath(l1, false, l2, false, true));
paths.Add(Tools.FindClosestPath(l2, true, l1, true, true));
paths.Add(Tools.FindClosestPath(l2, true, l1, false, true));
paths.Add(Tools.FindClosestPath(l2, false, l1, true, true));
paths.Add(Tools.FindClosestPath(l2, false, l1, false, true));
foreach(List<LinedefSide> p in paths)
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
}
// Found a path?
if(shortestpath != null)
{
// Check which direction the path goes in
if(shortestpath[0].Line == l1)
{
// Begin at start
v1 = firstline.Start;
}
else
{
// Begin at end
v1 = 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);
v2.Marked = true;
mergeverts.Add(v2);
// Make the line
Linedef ld = map.CreateLinedef(v1, v2);
ld.Marked = true;
ld.Selected = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Next
v1 = v2;
}
// Make the final line
Linedef lld;
// Check which direction the path goes in
if(shortestpath[0].Line == l1)
{
// Path stops at end
lld = map.CreateLinedef(v1, lastline.End);
}
else
{
// Path stops at begin
lld = map.CreateLinedef(v1, firstline.Start);
}
// Setup line
lld.Marked = true;
lld.Selected = 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, mergeverts, false, MapSet.STITCH_DISTANCE);
}
}
}
}
}
// Merge intersetion vertices with the new lines. This completes the
// self intersections for which splits were made above.
map.Update(true, false);
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
/***************************************************\
STEP 2: Merge the new geometry
\***************************************************/
// In step 3 we will make sectors on the front sides and join sectors on the
// back sides, but because the user could have drawn counterclockwise or just
// some weird polygon this could result in problems. The following code adjusts
// the direction of all new lines so that their front (right) side is facing
// the interior of the new drawn polygon.
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.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 back of the line is inside the polygon
if(pathpoly.Intersect(ld.GetSidePoint(false)))
{
// We must flip this linedef to face the interior
ld.FlipVertices();
ld.FlipSidedefs();
ld.UpdateCache();
}
}
}
}
}
// 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);
/***************************************************\
STEP 3: Join and create new sectors
\***************************************************/
// The code below atempts to create sectors on the front sides of the drawn
// geometry and joins sectors on the back 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];
// Front not marked as done?
if(!frontsdone[i])
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, true);
if(sectorlines != null)
{
sidescreated = true;
// Make the new sector
Sector newsector = Tools.MakeSector(sectorlines);
// 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;
}
}
}
}
// Back not marked as done?
if(!backsdone[i])
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, false);
if(sectorlines != null)
{
// We don't always want to create a new sector on the back sides
// So first check if any of the surrounding lines originally have sidedefs
Sidedef joinsidedef = null;
foreach(LinedefSide ls in sectorlines)
{
if(ls.Front && (ls.Line.Front != null))
{
joinsidedef = ls.Line.Front;
break;
}
else if(!ls.Front && (ls.Line.Back != null))
{
joinsidedef = ls.Line.Back;
break;
}
}
// Join?
if(joinsidedef != null)
{
sidescreated = true;
// Join the new sector
Sector newsector = Tools.JoinSector(sectorlines, joinsidedef);
// Go for all sidedefs in this new sector
foreach(Sidedef sd in newsector.Sidedefs)
{
// 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;
}
}
}
}
}
}
// Make corrections for backward linedefs
MapSet.FlipBackwardLinedefs(newlines);
// Remove all unneeded textures
// Shouldn't this already be done by the
// makesector/joinsector functions?
foreach(Linedef ld in newlines)
{
if(ld.Front != null) ld.Front.RemoveUnneededTextures(true);
if(ld.Back != null) ld.Back.RemoveUnneededTextures(true);
}
foreach(Sidedef sd in insidesides)
{
sd.RemoveUnneededTextures(true);
}
// 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)) newlines[i].Dispose();
}
}
// Make the drawing
Tools.DrawLines(points);
// Make selection from marked (new) geometry
General.Map.Map.ClearAllSelected();
General.Map.Map.SelectMarkedGeometry(true, true);
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Update cached values
map.Update();
General.Map.Map.Update();
// Map is changed
General.Map.IsChanged = true;

View file

@ -0,0 +1,43 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using System.Reflection;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
public struct DrawnVertex
{
public Vector2D pos;
public bool stitch;
}
}

View file

@ -745,5 +745,430 @@ namespace CodeImp.DoomBuilder.Geometry
}
#endregion
#region ================== Drawing
/// <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.
/// </summary>
public static void DrawLines(IList<DrawnVertex> points)
{
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;
General.Map.Map.ClearAllMarks(false);
// Any points to do?
if(points.Count > 0)
{
/***************************************************\
STEP 1: Create the new geometry
\***************************************************/
// Make first vertex
Vertex v1 = map.CreateVertex(points[0].pos);
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);
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);
ld.Marked = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Should we split this line to merge with intersecting lines?
if(points[i - 1].stitch && points[i].stitch)
{
// Check if any other lines intersect this line
List<float> intersections = new List<float>();
Line2D measureline = ld.Line;
foreach(Linedef ld2 in map.Linedefs)
{
// Intersecting?
// We only keep the unit length from the start of the line and
// do the real splitting later, when all intersections are known
float u;
if(ld2.Line.GetIntersection(measureline, out u))
{
if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld))
intersections.Add(u);
}
}
// Sort the intersections
intersections.Sort();
// Go for all found intersections
Linedef splitline = ld;
foreach(float 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);
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);
splitline.ApplySidedFlags();
newlines.Add(splitline);
}
}
// Next
v1 = v2;
}
// Join merge vertices so that overlapping vertices in the draw become one.
MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
// We prefer a closed polygon, because then we can determine the interior properly
// Check if the two ends of the polygon are closed
bool drawingclosed = false;
if(newlines.Count > 0)
{
// When not closed, we will try to find a path to close it
Linedef firstline = newlines[0];
Linedef lastline = newlines[newlines.Count - 1];
drawingclosed = (firstline.Start == lastline.End);
if(!drawingclosed)
{
// First and last vertex stitch with geometry?
if(points[0].stitch && points[points.Count - 1].stitch)
{
// Find out where they will stitch
Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
if((l1 != null) && (l2 != null))
{
List<LinedefSide> shortestpath = null;
// Same line?
if(l1 == l2)
{
// Then just connect the two
shortestpath = new List<LinedefSide>();
shortestpath.Add(new LinedefSide(l1, true));
}
else
{
// Find the shortest, closest path between these lines
List<List<LinedefSide>> paths = new List<List<LinedefSide>>(8);
paths.Add(Tools.FindClosestPath(l1, true, l2, true, true));
paths.Add(Tools.FindClosestPath(l1, true, l2, false, true));
paths.Add(Tools.FindClosestPath(l1, false, l2, true, true));
paths.Add(Tools.FindClosestPath(l1, false, l2, false, true));
paths.Add(Tools.FindClosestPath(l2, true, l1, true, true));
paths.Add(Tools.FindClosestPath(l2, true, l1, false, true));
paths.Add(Tools.FindClosestPath(l2, false, l1, true, true));
paths.Add(Tools.FindClosestPath(l2, false, l1, false, true));
foreach(List<LinedefSide> p in paths)
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
}
// Found a path?
if(shortestpath != null)
{
// Check which direction the path goes in
if(shortestpath[0].Line == l1)
{
// Begin at start
v1 = firstline.Start;
}
else
{
// Begin at end
v1 = 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);
v2.Marked = true;
mergeverts.Add(v2);
// Make the line
Linedef ld = map.CreateLinedef(v1, v2);
ld.Marked = true;
ld.ApplySidedFlags();
ld.UpdateCache();
newlines.Add(ld);
// Next
v1 = v2;
}
// Make the final line
Linedef lld;
// Check which direction the path goes in
if(shortestpath[0].Line == l1)
{
// Path stops at end
lld = map.CreateLinedef(v1, lastline.End);
}
else
{
// Path stops at begin
lld = map.CreateLinedef(v1, firstline.Start);
}
// 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, mergeverts, false, MapSet.STITCH_DISTANCE);
}
}
}
}
}
// Merge intersetion vertices with the new lines. This completes the
// self intersections for which splits were made above.
map.Update(true, false);
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
/***************************************************\
STEP 2: Merge the new geometry
\***************************************************/
// In step 3 we will make sectors on the front sides and join sectors on the
// back sides, but because the user could have drawn counterclockwise or just
// some weird polygon this could result in problems. The following code adjusts
// the direction of all new lines so that their front (right) side is facing
// the interior of the new drawn polygon.
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.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 back of the line is inside the polygon
if(pathpoly.Intersect(ld.GetSidePoint(false)))
{
// We must flip this linedef to face the interior
ld.FlipVertices();
ld.FlipSidedefs();
ld.UpdateCache();
}
}
}
}
}
// 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);
/***************************************************\
STEP 3: Join and create new sectors
\***************************************************/
// The code below atempts to create sectors on the front sides of the drawn
// geometry and joins sectors on the back 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];
// Front not marked as done?
if(!frontsdone[i])
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, true);
if(sectorlines != null)
{
sidescreated = true;
// Make the new sector
Sector newsector = Tools.MakeSector(sectorlines);
// 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;
}
}
}
}
// Back not marked as done?
if(!backsdone[i])
{
// Find a way to create a sector here
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, false);
if(sectorlines != null)
{
// We don't always want to create a new sector on the back sides
// So first check if any of the surrounding lines originally have sidedefs
Sidedef joinsidedef = null;
foreach(LinedefSide ls in sectorlines)
{
if(ls.Front && (ls.Line.Front != null))
{
joinsidedef = ls.Line.Front;
break;
}
else if(!ls.Front && (ls.Line.Back != null))
{
joinsidedef = ls.Line.Back;
break;
}
}
// Join?
if(joinsidedef != null)
{
sidescreated = true;
// Join the new sector
Sector newsector = Tools.JoinSector(sectorlines, joinsidedef);
// Go for all sidedefs in this new sector
foreach(Sidedef sd in newsector.Sidedefs)
{
// 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;
}
}
}
}
}
}
// Make corrections for backward linedefs
MapSet.FlipBackwardLinedefs(newlines);
// Remove all unneeded textures
// Shouldn't this already be done by the
// makesector/joinsector functions?
foreach(Linedef ld in newlines)
{
if(ld.Front != null) ld.Front.RemoveUnneededTextures(true);
if(ld.Back != null) ld.Back.RemoveUnneededTextures(true);
}
foreach(Sidedef sd in insidesides)
{
sd.RemoveUnneededTextures(true);
}
// 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)) newlines[i].Dispose();
}
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Mark new geometry only
General.Map.Map.ClearAllMarks(false);
foreach(Vertex v in newverts) v.Marked = true;
foreach(Linedef l in newlines) l.Marked = true;
}
}
#endregion
}
}