Map Analysis Mode: fixed an issue where lines were erroneously reported as overlapping in certain situations. Fixes #713

This commit is contained in:
biwa 2022-03-11 12:31:48 +01:00
parent 4f0692e132
commit e2ed08261e

View file

@ -18,8 +18,10 @@
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using System.Linq;
using System.Threading;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
#endregion
@ -61,6 +63,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Check if not already done
if(!donelines.ContainsKey(l))
{
// Temporary line
Line2D tl = l.Line;
// And go for all the linedefs that could overlap
List<BlockEntry> blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position);
Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
@ -73,6 +78,40 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
double lu, du;
// Temporary line
Line2D td;
// If vertices are off-grid and far from the map's origin the calculation of the intersection can go wrong because of rounding errors.
// So if any vertex is off-grid we'll to the calculations with lines that are closer to the origin. This is pretty ugly :(
// See https://github.com/jewalky/UltimateDoomBuilder/issues/713
if (General.Map.FormatInterface.VertexDecimals > 0 &&
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 &&
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)
{
HashSet<Vertex> vertices = new HashSet<Vertex>() { l.Start, l.End, d.Start, d.End };
// Create the offset we want to move the lines by. It is getting the most extreme values of the vertices
Vector2D offset = new Vector2D(
(int)vertices.OrderBy(v => Math.Abs(v.Position.x)).First().Position.x,
(int)vertices.OrderBy(v => Math.Abs(v.Position.y)).First().Position.y
);
// Create the two lines to check. this takes the original values, applies the offset, then rounds them to the map format's precision
tl = new Line2D(
new Vector2D(Math.Round(tl.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(tl.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
new Vector2D(Math.Round(tl.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(tl.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
);
td = new Line2D(
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)),
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))
);
}
else
{
td = d.Line;
}
//mxd. This can also happen. I suppose. Some people manage to do this. I dunno how, but they do...
if((l.Start.Position == d.Start.Position && l.End.Position == d.End.Position)
|| (l.Start.Position == d.End.Position && l.End.Position == d.Start.Position))
@ -80,7 +119,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
SubmitResult(new ResultLineOverlapping(l, d));
donelines[d] = d;
}
else if(l.Line.GetIntersection(d.Line, out du, out lu))
else if(tl.GetIntersection(td, out du, out lu))
{
// Check if the lines touch. Note that I don't include 0.0 and 1.0 here because
// the lines may be touching at the ends when sharing the same vertex.