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Map Analysis Mode: fixed an issue where lines were erroneously reported as overlapping in certain situations. Fixes #713
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4f0692e132
commit
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1 changed files with 53 additions and 14 deletions
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@ -18,8 +18,10 @@
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using System.Linq;
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using System.Threading;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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@ -61,6 +63,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Check if not already done
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if(!donelines.ContainsKey(l))
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{
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// Temporary line
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Line2D tl = l.Line;
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// And go for all the linedefs that could overlap
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List<BlockEntry> blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position);
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Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
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@ -72,6 +77,40 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(!object.ReferenceEquals(l, d) && !doneblocklines.ContainsKey(d))
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{
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double lu, du;
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// Temporary line
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Line2D td;
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// If vertices are off-grid and far from the map's origin the calculation of the intersection can go wrong because of rounding errors.
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// So if any vertex is off-grid we'll to the calculations with lines that are closer to the origin. This is pretty ugly :(
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// See https://github.com/jewalky/UltimateDoomBuilder/issues/713
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if (General.Map.FormatInterface.VertexDecimals > 0 &&
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l.Line.v1.x % 1 != 0.0 && l.Line.v1.y % 1 != 0.0 && l.Line.v2.x % 1 != 0.0 && l.Line.v2.y % 1 != 0.0 &&
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d.Line.v1.x % 1 != 0.0 && d.Line.v1.y % 1 != 0.0 && d.Line.v2.x % 1 != 0.0 && d.Line.v2.y % 1 != 0.0)
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{
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HashSet<Vertex> vertices = new HashSet<Vertex>() { l.Start, l.End, d.Start, d.End };
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// Create the offset we want to move the lines by. It is getting the most extreme values of the vertices
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Vector2D offset = new Vector2D(
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(int)vertices.OrderBy(v => Math.Abs(v.Position.x)).First().Position.x,
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(int)vertices.OrderBy(v => Math.Abs(v.Position.y)).First().Position.y
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);
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// Create the two lines to check. this takes the original values, applies the offset, then rounds them to the map format's precision
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tl = new Line2D(
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new Vector2D(Math.Round(tl.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(tl.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
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new Vector2D(Math.Round(tl.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(tl.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
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);
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td = new Line2D(
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new Vector2D(Math.Round(d.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
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new Vector2D(Math.Round(d.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
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);
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}
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else
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{
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td = d.Line;
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}
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//mxd. This can also happen. I suppose. Some people manage to do this. I dunno how, but they do...
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if((l.Start.Position == d.Start.Position && l.End.Position == d.End.Position)
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@ -80,7 +119,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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SubmitResult(new ResultLineOverlapping(l, d));
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donelines[d] = d;
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}
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else if(l.Line.GetIntersection(d.Line, out du, out lu))
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else if(tl.GetIntersection(td, out du, out lu))
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{
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// Check if the lines touch. Note that I don't include 0.0 and 1.0 here because
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// the lines may be touching at the ends when sharing the same vertex.
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@ -89,22 +128,22 @@ namespace CodeImp.DoomBuilder.BuilderModes
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lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
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du = Math.Round(du, General.Map.FormatInterface.VertexDecimals);
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}
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if((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
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if ((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
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{
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// Check if not the same sector on all sides
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Sector samesector = null;
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if(l.Front != null) samesector = l.Front.Sector;
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else if(l.Back != null) samesector = l.Back.Sector;
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else if(d.Front != null) samesector = d.Front.Sector;
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else if(d.Back != null) samesector = d.Back.Sector;
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if((l.Front == null) || (l.Front.Sector != samesector)) samesector = null;
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else if((l.Back == null) || (l.Back.Sector != samesector)) samesector = null;
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else if((d.Front == null) || (d.Front.Sector != samesector)) samesector = null;
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else if((d.Back == null) || (d.Back.Sector != samesector)) samesector = null;
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if (l.Front != null) samesector = l.Front.Sector;
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else if (l.Back != null) samesector = l.Back.Sector;
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else if (d.Front != null) samesector = d.Front.Sector;
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else if (d.Back != null) samesector = d.Back.Sector;
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if(samesector == null)
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if ((l.Front == null) || (l.Front.Sector != samesector)) samesector = null;
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else if ((l.Back == null) || (l.Back.Sector != samesector)) samesector = null;
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else if ((d.Front == null) || (d.Front.Sector != samesector)) samesector = null;
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else if ((d.Back == null) || (d.Back.Sector != samesector)) samesector = null;
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if (samesector == null)
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{
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SubmitResult(new ResultLineOverlapping(l, d));
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donelines[d] = d;
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