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fixed blockmap problems with straight lines along the edges of the 128 mp blocks
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4bf63e93e7
commit
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1 changed files with 82 additions and 47 deletions
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@ -329,66 +329,101 @@ namespace CodeImp.DoomBuilder.VisualModes
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pos = GetBlockCoordinates(v1);
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end = GetBlockCoordinates(v2);
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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// Moving outside the block?
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if(pos != end)
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// Horizontal straight line?
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if(pos.Y == end.Y)
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{
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// Calculate current block edges
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float cl = pos.X * BLOCK_SIZE;
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float cr = (pos.X + 1) * BLOCK_SIZE;
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float ct = pos.Y * BLOCK_SIZE;
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float cb = (pos.Y + 1) * BLOCK_SIZE;
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// Line directions
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// Simple loop
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dirx = Math.Sign(v2.x - v1.x);
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for(int x = pos.X; x != end.X; x += dirx)
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{
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GetBlock(new Point(x, pos.Y)).Lines.Add(line);
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}
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GetBlock(end).Lines.Add(line);
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}
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// Vertical straight line?
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else if(pos.X == end.X)
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{
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// Simple loop
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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if(dirx >= 0)
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for(int y = pos.Y; y != end.Y; y += diry)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = BLOCK_SIZE / (v2.x - v1.x);
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GetBlock(new Point(pos.X, y)).Lines.Add(line);
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}
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else
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GetBlock(end).Lines.Add(line);
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}
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else
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{
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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// Moving outside the block?
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if(pos != end)
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{
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// Calculate current block edges
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float cl = pos.X * BLOCK_SIZE;
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float cr = (pos.X + 1) * BLOCK_SIZE;
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float ct = pos.Y * BLOCK_SIZE;
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float cb = (pos.Y + 1) * BLOCK_SIZE;
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// Line directions
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dirx = Math.Sign(v2.x - v1.x);
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = BLOCK_SIZE / (v1.x - v2.x);
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}
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// Calculate offset and delta movement over y
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if(diry >= 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = BLOCK_SIZE / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = BLOCK_SIZE / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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if(dirx == 0)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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posx = float.MaxValue;
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deltax = float.MaxValue;
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}
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else if(dirx > 0)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = BLOCK_SIZE / (v2.x - v1.x);
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = BLOCK_SIZE / (v1.x - v2.x);
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}
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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// Calculate offset and delta movement over y
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if(diry == 0)
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{
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posy = float.MaxValue;
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deltay = float.MaxValue;
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}
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else if(diry > 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = BLOCK_SIZE / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = BLOCK_SIZE / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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}
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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}
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}
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}
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}
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