#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.Geometry; using CodeImp.DoomBuilder.Rendering; using SlimDX.Direct3D; using System.Drawing; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.Geometry { /// /// Responsible for creating and caching sector polygons. /// public abstract class Triangulator { #region ================== Constants #endregion #region ================== Variables // Final polygons by sector reference private Dictionary triangles; private Dictionary checksums; // Disposing protected bool isdisposed = false; #endregion #region ================== Properties // Disposing public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer /// /// Responsible for creating and caching sector polygons. /// public Triangulator() { // Initialize triangles = new Dictionary(General.Map.Map.Sectors.Count); checksums = new Dictionary(General.Map.Map.Sectors.Count); // We have no destructor GC.SuppressFinalize(this); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up triangles = null; checksums = null; // Done isdisposed = true; } } #endregion #region ================== Checksums // This creates a checksum from a sector private ulong CreateSectorChecksum(Sector sector) { ulong checksum = (ulong)sector.Sidedefs.Count; int shift = 11; // Go for all sidedefs in the sector foreach(Sidedef sd in sector.Sidedefs) { // Add the information that is significant for the polygon to the bit value AddChecksumValue(ref checksum, unchecked((ulong)sd.Line.Start.X), ref shift); AddChecksumValue(ref checksum, unchecked((ulong)sd.Line.Start.Y), ref shift); } // Return checksum return checksum; } // This adds to a checksum private void AddChecksumValue(ref ulong checksum, ulong value, ref int shift) { checksum = ((checksum << shift) | (checksum >> (64 - shift))) ^ value; shift = (shift + 23) & 0x3F; } #endregion #region ================== Methods // This triangulates a sector or returns a cached result public TriangleList Triangulate(Sector sector) { // Check if we need to do full triangulation if(CheckSectorUpdateNeeded(sector)) { // Triangulate now and store it in cache PerformTriangulation(sector); } // Return result return triangles[sector]; } // This must be implemented by derived classes to do the triangulation protected abstract void PerformTriangulation(Sector sector); // This adds triangles for a specific sector protected void StoreTriangles(Sector sector, TriangleList tris) { ulong c = CreateSectorChecksum(sector); if(triangles.ContainsKey(sector)) triangles.Remove(sector); if(checksums.ContainsKey(sector)) checksums.Remove(sector); triangles.Add(sector, tris); checksums.Add(sector, c); } // This checks if a sector needs updating private bool CheckSectorUpdateNeeded(Sector sector) { // Sector already added? if(checksums.ContainsKey(sector)) { // Compare checksum ulong c = CreateSectorChecksum(sector); return (checksums[sector] != c); } else { // We don't know this sector yet, needs updating! return true; } } // This clears the cache public void ClearCache() { triangles.Clear(); checksums.Clear(); } #endregion } }