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fixed a problem with geometry drawing
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d08150ba80
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1 changed files with 79 additions and 34 deletions
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@ -929,15 +929,64 @@ namespace CodeImp.DoomBuilder.Geometry
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// First and last vertex stitch with geometry?
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// First and last vertex stitch with geometry?
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if(points[0].stitch && points[points.Count - 1].stitch)
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if(points[0].stitch && points[points.Count - 1].stitch)
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{
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{
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// Find out where they will stitch
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List<LinedefSide> startpoints = new List<LinedefSide>();
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List<LinedefSide> endpoints = new List<LinedefSide>();
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// Find out where the start will stitch and create test points
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Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
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Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
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if(l1 != null)
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{
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startpoints.Add(new LinedefSide(l1, true));
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startpoints.Add(new LinedefSide(l1, false));
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}
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else
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{
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// Not stitched with a linedef, so check if it will stitch with a vertex
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Vertex v = MapSet.NearestVertexSquareRange(nonmergeverts, firstline.Start.Position, MapSet.STITCH_DISTANCE);
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if((v != null) && (v.Linedefs.Count > 0))
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{
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// Now we take the two linedefs with adjacent angles to the drawn line
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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lines.Sort(new LinedefAngleSorter(firstline, true, firstline.End));
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startpoints.Add(new LinedefSide(lines[0], true));
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startpoints.Add(new LinedefSide(lines[0], false));
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lines.Sort(new LinedefAngleSorter(firstline, false, firstline.End));
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startpoints.Add(new LinedefSide(lines[0], true));
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startpoints.Add(new LinedefSide(lines[0], false));
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}
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}
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// Find out where the end will stitch and create test points
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Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
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Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
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if((l1 != null) && (l2 != null))
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if(l1 != null)
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{
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endpoints.Add(new LinedefSide(l2, true));
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endpoints.Add(new LinedefSide(l2, false));
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}
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else
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{
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// Not stitched with a linedef, so check if it will stitch with a vertex
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Vertex v = MapSet.NearestVertexSquareRange(nonmergeverts, lastline.End.Position, MapSet.STITCH_DISTANCE);
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if((v != null) && (v.Linedefs.Count > 0))
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{
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// Now we take the two linedefs with adjacent angles to the drawn line
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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lines.Sort(new LinedefAngleSorter(firstline, true, lastline.Start));
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endpoints.Add(new LinedefSide(lines[0], true));
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endpoints.Add(new LinedefSide(lines[0], false));
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lines.Sort(new LinedefAngleSorter(firstline, false, lastline.Start));
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endpoints.Add(new LinedefSide(lines[0], true));
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endpoints.Add(new LinedefSide(lines[0], false));
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}
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}
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// Found any start and end points?
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if((startpoints.Count > 0) && (endpoints.Count > 0))
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{
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{
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List<LinedefSide> shortestpath = null;
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List<LinedefSide> shortestpath = null;
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// Same line?
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// Same line?
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if(l1 == l2)
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if((l1 == l2) && (l1 != null))
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{
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{
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// Then just connect the two
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// Then just connect the two
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shortestpath = new List<LinedefSide>();
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shortestpath = new List<LinedefSide>();
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@ -945,36 +994,40 @@ namespace CodeImp.DoomBuilder.Geometry
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}
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}
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else
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else
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{
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{
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// Find the shortest, closest path between these lines
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// Find the shortest, closest path between start and end points
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List<List<LinedefSide>> paths = new List<List<LinedefSide>>(8);
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foreach(LinedefSide startp in startpoints)
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paths.Add(Tools.FindClosestPath(l1, true, l2, true, true));
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{
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paths.Add(Tools.FindClosestPath(l1, true, l2, false, true));
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foreach(LinedefSide endp in endpoints)
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paths.Add(Tools.FindClosestPath(l1, false, l2, true, true));
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{
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paths.Add(Tools.FindClosestPath(l1, false, l2, false, true));
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List<LinedefSide> p;
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paths.Add(Tools.FindClosestPath(l2, true, l1, true, true));
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p = Tools.FindClosestPath(startp.Line, startp.Front, endp.Line, endp.Front, true);
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paths.Add(Tools.FindClosestPath(l2, true, l1, false, true));
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if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
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paths.Add(Tools.FindClosestPath(l2, false, l1, true, true));
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p = Tools.FindClosestPath(endp.Line, endp.Front, startp.Line, startp.Front, true);
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paths.Add(Tools.FindClosestPath(l2, false, l1, false, true));
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if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
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}
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foreach(List<LinedefSide> p in paths)
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}
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if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
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}
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}
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// Found a path?
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// Found a path?
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if(shortestpath != null)
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if(shortestpath != null)
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{
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{
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// Check which direction the path goes in
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// Check which direction the path goes in
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if(shortestpath[0].Line == l1)
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bool pathforward = false;
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foreach(LinedefSide startp in startpoints)
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{
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{
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// Begin at start
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if(shortestpath[0].Line == startp.Line)
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v1 = firstline.Start;
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{
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}
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pathforward = true;
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else
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break;
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{
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}
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// Begin at end
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v1 = lastline.End;
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}
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}
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// Begin at first vertex in path
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if(pathforward)
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v1 = firstline.Start;
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else
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v1 = lastline.End;
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// Go for all vertices in the path to make additional lines
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// Go for all vertices in the path to make additional lines
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for(int i = 1; i < shortestpath.Count; i++)
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for(int i = 1; i < shortestpath.Count; i++)
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{
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{
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@ -999,19 +1052,11 @@ namespace CodeImp.DoomBuilder.Geometry
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// Make the final line
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// Make the final line
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Linedef lld;
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Linedef lld;
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if(pathforward)
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// Check which direction the path goes in
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if(shortestpath[0].Line == l1)
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{
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// Path stops at end
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lld = map.CreateLinedef(v1, lastline.End);
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lld = map.CreateLinedef(v1, lastline.End);
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}
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else
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else
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{
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// Path stops at begin
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lld = map.CreateLinedef(v1, firstline.Start);
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lld = map.CreateLinedef(v1, firstline.Start);
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}
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// Setup line
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// Setup line
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lld.Marked = true;
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lld.Marked = true;
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lld.ApplySidedFlags();
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lld.ApplySidedFlags();
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