#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.Direct3D9;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.IO;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
///
/// Tools to work with geometry.
///
public static class Tools
{
#region ================== Structures
private struct SidedefSettings
{
public string newtexhigh;
public string newtexmid;
public string newtexlow;
}
#endregion
#region ================== Constants
#endregion
#region ================== Polygons and Triangles
// Point inside the polygon?
// See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/
public static bool PointInPolygon(ICollection polygon, Vector2D point)
{
Vector2D v1 = General.GetByIndex(polygon, polygon.Count - 1);
uint c = 0;
// Go for all vertices
foreach(Vector2D v2 in polygon)
{
// Determine min/max values
float miny = Math.Min(v1.y, v2.y);
float maxy = Math.Max(v1.y, v2.y);
float maxx = Math.Max(v1.x, v2.x);
// Check for intersection
if((point.y > miny) && (point.y <= maxy))
{
if(point.x <= maxx)
{
if(v1.y != v2.y)
{
float xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
if((v1.x == v2.x) || (point.x <= xint)) c++;
}
}
}
// Move to next
v1 = v2;
}
// Inside this polygon?
return (c & 0x00000001UL) != 0;
}
#endregion
#region ================== Pathfinding
///
/// This finds a potential sector at the given coordinates,
/// or returns null when a sector is not possible there.
///
public static List FindPotentialSectorAt(Vector2D pos)
{
// Find the nearest line and determine side, then use the other method to create the sector
Linedef l = General.Map.Map.NearestLinedef(pos);
return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
}
///
/// This finds a potential sector starting at the given line and side,
/// or returns null when sector is not possible.
///
public static List FindPotentialSectorAt(Linedef line, bool front)
{
List alllines = new List();
// Find the outer lines
EarClipPolygon p = FindOuterLines(line, front, alllines);
if(p != null)
{
// Find the inner lines
FindInnerLines(p, alllines);
return alllines;
}
else
return null;
}
// This finds the inner lines of the sector and adds them to the sector polygon
private static void FindInnerLines(EarClipPolygon p, List alllines)
{
Vertex foundv;
bool vvalid, findmore;
Linedef foundline;
float foundangle = 0f;
bool foundlinefront;
do
{
findmore = false;
// Go for all vertices to find the right-most vertex inside the polygon
foundv = null;
foreach(Vertex v in General.Map.Map.Vertices)
{
// More to the right?
if((foundv == null) || (v.Position.x >= foundv.Position.x))
{
// Vertex is inside the polygon?
if(p.Intersect(v.Position))
{
// Vertex has lines attached?
if(v.Linedefs.Count > 0)
{
// Go for all lines to see if the vertex is not of the polygon itsself
vvalid = true;
foreach(LinedefSide ls in alllines)
{
if((ls.Line.Start == v) || (ls.Line.End == v))
{
vvalid = false;
break;
}
}
// Valid vertex?
if(vvalid) foundv = v;
}
}
}
}
// Found a vertex inside the polygon?
if(foundv != null)
{
// Find the attached linedef with the smallest angle to the right
float targetangle = Angle2D.PIHALF;
foundline = null;
foreach(Linedef l in foundv.Linedefs)
{
// We need an angle unrelated to line direction, so correct for that
float lineangle = l.Angle;
if(l.End == foundv) lineangle += Angle2D.PI;
// Better result?
float deltaangle = Angle2D.Difference(targetangle, lineangle);
if((foundline == null) || (deltaangle < foundangle))
{
foundline = l;
foundangle = deltaangle;
}
}
// We already know that each linedef will go from this vertex
// to the left, because this is the right-most vertex in this area.
// If the line would go to the right, that means the other vertex of
// that line must lie outside this area and the mapper made an error.
// Should I check for this error and fail to create a sector in
// that case or ignore it and create a malformed sector (possibly
// breaking another sector also)?
// Find the side at which to start pathfinding
Vector2D testpos = new Vector2D(100.0f, 0.0f);
foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
// Find inner path
List innerlines = FindClosestPath(foundline, foundlinefront, true);
if(innerlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(innerlines);
EarClipPolygon innerpoly = tracepath.MakePolygon(true);
// Check if the front of the line is outside the polygon
if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
{
// Valid hole found!
alllines.AddRange(innerlines);
p.InsertChild(innerpoly);
findmore = true;
}
}
}
}
// Continue until no more holes found
while(findmore);
}
// This finds the outer lines of the sector as a polygon
// Returns null when no valid outer polygon can be found
private static EarClipPolygon FindOuterLines(Linedef line, bool front, List alllines)
{
Linedef scanline = line;
bool scanfront = front;
do
{
// Find closest path
List pathlines = FindClosestPath(scanline, scanfront, true);
if(pathlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
EarClipPolygon poly = tracepath.MakePolygon(true);
// Check if the front of the line is inside the polygon
if(poly.Intersect(line.GetSidePoint(front)))
{
// Outer lines found!
alllines.AddRange(pathlines);
return poly;
}
else
{
// Inner lines found. This is not what we need, we want the outer lines.
// Find the right-most vertex to start a scan from there towards the outer lines.
Vertex foundv = null;
foreach(LinedefSide ls in pathlines)
{
if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
foundv = ls.Line.Start;
if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
foundv = ls.Line.End;
}
// If foundv is null then something is horribly wrong with the
// path we received from FindClosestPath!
if(foundv == null) throw new Exception("FAIL!");
// From the right-most vertex trace outward to the right to
// find the next closest linedef, this is based on the idea that
// all sectors are closed.
Vector2D lineoffset = new Vector2D(100.0f, 0.0f);
Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset);
scanline = null;
float foundu = float.MaxValue;
foreach(Linedef ld in General.Map.Map.Linedefs)
{
// Line to the right of start point?
if((ld.Start.Position.x > foundv.Position.x) ||
(ld.End.Position.x > foundv.Position.x))
{
// Line intersecting the y axis?
if( !((ld.Start.Position.y > foundv.Position.y) &&
(ld.End.Position.y > foundv.Position.y)) &&
!((ld.Start.Position.y < foundv.Position.y) &&
(ld.End.Position.y < foundv.Position.y)))
{
// Check if this linedef intersects our test line at a closer range
float thisu;
ld.Line.GetIntersection(testline, out thisu);
if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu))
{
scanline = ld;
foundu = thisu;
}
}
}
}
// Did we meet another line?
if(scanline != null)
{
// Determine on which side we should start the next pathfind
scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
}
else
{
// Appearently we reached the end of the map, no sector possible here
return null;
}
}
}
else
{
// Can't find a path
return null;
}
}
while(true);
}
///
/// This finds the closest path from one vertex to another.
/// When turnatends is true, the algorithm will continue at the other side of the
/// line when a dead end has been reached. Returns null when no path could be found.
///
//public static List FindClosestPath(Vertex start, float startangle, Vertex end, bool turnatends)
//{
//}
///
/// This finds the closest path from the beginning of a line to the end of the line.
/// When turnatends is true, the algorithm will continue at the other side of the
/// line when a dead end has been reached. Returns null when no path could be found.
///
public static List FindClosestPath(Linedef startline, bool startfront, bool turnatends)
{
return FindClosestPath(startline, startfront, startline, startfront, turnatends);
}
///
/// This finds the closest path from the beginning of a line to the end of the line.
/// When turnatends is true, the algorithm will continue at the other side of the
/// line when a dead end has been reached. Returns null when no path could be found.
///
public static List FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
{
List path = new List();
Dictionary tracecount = new Dictionary();
Linedef nextline = startline;
bool nextfront = startfront;
do
{
// Add line to path
path.Add(new LinedefSide(nextline, nextfront));
if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
// Determine next vertex to use
Vertex v = nextfront ? nextline.End : nextline.Start;
// Get list of linedefs and sort by angle
List lines = new List(v.Linedefs);
LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
lines.Sort(sorter);
// Source line is the only one?
if(lines.Count == 1)
{
// Are we allowed to trace along this line again?
if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
{
// Turn around and go back along the other side of the line
nextfront = !nextfront;
}
else
{
// No more lines, trace ends here
path = null;
}
}
else
{
// Trace along the next line
Linedef prevline = nextline;
if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0];
// Are we allowed to trace this line again?
if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
{
// Check if front side changes
if((prevline.Start == nextline.Start) ||
(prevline.End == nextline.End)) nextfront = !nextfront;
}
else
{
// No more lines, trace ends here
path = null;
}
}
}
// Continue as long as we have not reached the start yet
// or we have no next line to trace
while((path != null) && ((nextline != endline) || (nextfront != endfront)));
// If start and front are not the same, add the end to the list also
if((path != null) && ((startline != endline) || (startfront != endfront)))
path.Add(new LinedefSide(endline, endfront));
// Return path (null when trace failed)
return path;
}
#endregion
#region ================== Sector Making
// This makes the sector from the given lines and sides
public static Sector MakeSector(List alllines)
{
Sector newsector = General.Map.Map.CreateSector();
Sector sourcesector = null;
SidedefSettings sourceside = new SidedefSettings();
bool removeuselessmiddle;
// Check if any of the sides already has a sidedef
// Then we use information from that sidedef to make the others
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Front != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Front);
break;
}
}
else
{
if(ls.Line.Back != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Back);
break;
}
}
}
// Now do the same for the other sides
// Note how information is only copied when not already found
// so this won't override information from the sides searched above
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Back != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Back);
break;
}
}
else
{
if(ls.Line.Front != null)
{
// Copy sidedef information if not already found
if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
TakeSidedefSettings(ref sourceside, ls.Line.Front);
break;
}
}
}
// Use defaults where no settings could be found
TakeSidedefDefaults(ref sourceside);
// Found a source sector?
if(sourcesector != null)
{
// Copy properties from source to new sector
sourcesector.CopyPropertiesTo(newsector);
}
else
{
// No source sector, apply default sector properties
ApplyDefaultsToSector(newsector);
}
// Go for all sides to make sidedefs
foreach(LinedefSide ls in alllines)
{
// We may only remove a useless middle texture when
// the line was previously singlesided
removeuselessmiddle = (ls.Line.Back == null) || (ls.Line.Front == null);
if(ls.Front)
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector);
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
}
else
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector);
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
}
// Update line
if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(removeuselessmiddle);
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(removeuselessmiddle);
ls.Line.ApplySidedFlags();
}
// Return the new sector
return newsector;
}
// This joins a sector with the given lines and sides
public static Sector JoinSector(List alllines, Sidedef original)
{
SidedefSettings sourceside = new SidedefSettings();
// Take settings fro mthe original side
TakeSidedefSettings(ref sourceside, original);
// Use defaults where no settings could be found
TakeSidedefDefaults(ref sourceside);
// Go for all sides to make sidedefs
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
// Create sidedef if needed
if(ls.Line.Front == null)
{
General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
}
// Added 23-9-08, can we do this or will it break things?
else
{
// Link to the new sector
ls.Line.Front.ChangeSector(original.Sector);
}
}
else
{
// Create sidedef if needed
if(ls.Line.Back == null)
{
General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
}
// Added 23-9-08, can we do this or will it break things?
else
{
// Link to the new sector
ls.Line.Back.ChangeSector(original.Sector);
}
}
// Update line
ls.Line.ApplySidedFlags();
}
// Return the new sector
return original.Sector;
}
// This takes default settings if not taken yet
private static void TakeSidedefDefaults(ref SidedefSettings settings)
{
// Use defaults where no settings could be found
if(settings.newtexhigh == null) settings.newtexhigh = General.Settings.DefaultTexture;
if(settings.newtexmid == null) settings.newtexmid = General.Settings.DefaultTexture;
if(settings.newtexlow == null) settings.newtexlow = General.Settings.DefaultTexture;
}
// This takes sidedef settings if not taken yet
private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side)
{
if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null))
settings.newtexhigh = side.HighTexture;
if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null))
settings.newtexmid = side.MiddleTexture;
if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null))
settings.newtexlow = side.LowTexture;
}
// This applies defaults to a sidedef
private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults)
{
if(sd.HighRequired() && sd.HighTexture.StartsWith("-")) sd.SetTextureHigh(defaults.newtexhigh);
if(sd.MiddleRequired() && sd.MiddleTexture.StartsWith("-")) sd.SetTextureMid(defaults.newtexmid);
if(sd.LowRequired() && sd.LowTexture.StartsWith("-")) sd.SetTextureLow(defaults.newtexlow);
}
// This applies defaults to a sector
private static void ApplyDefaultsToSector(Sector s)
{
s.SetFloorTexture(General.Settings.DefaultFloorTexture);
s.SetCeilTexture(General.Settings.DefaultCeilingTexture);
s.FloorHeight = General.Settings.DefaultFloorHeight;
s.CeilHeight = General.Settings.DefaultCeilingHeight;
s.Brightness = General.Settings.DefaultBrightness;
}
#endregion
#region ================== Sector Labels
// This finds the ideal label positions for a sector
public static List FindLabelPositions(Sector s)
{
List positions = new List(2);
int islandoffset = 0;
// Do we have a triangulation?
Triangulation triangles = s.Triangles;
if(triangles != null)
{
// Go for all islands
for(int i = 0; i < triangles.IslandVertices.Count; i++)
{
Dictionary sides = new Dictionary(triangles.IslandVertices[i] >> 1);
List candidatepositions = new List(triangles.IslandVertices[i] >> 1);
float founddistance = float.MinValue;
Vector2D foundposition = new Vector2D();
float minx = float.MaxValue;
float miny = float.MaxValue;
float maxx = float.MinValue;
float maxy = float.MinValue;
// Make candidate lines that are not along sidedefs
// We do this before testing the candidate against the sidedefs so that
// we can collect the relevant sidedefs first in the same run
for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
{
int triangleoffset = islandoffset + t;
Vector2D v1 = triangles.Vertices[triangleoffset + 2];
Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
for(int v = 0; v < 3; v++)
{
Vector2D v2 = triangles.Vertices[triangleoffset + v];
// Not along a sidedef? Then this line is across the sector
// and guaranteed to be inside the sector!
if(sd == null)
{
// Make the line
candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
}
else
{
// This sidedefs is part of this island and must be checked
// so add it to the dictionary
sides[sd] = sd.Line;
}
// Make bbox of this island
minx = Math.Min(minx, v1.x);
miny = Math.Min(miny, v1.y);
maxx = Math.Max(maxx, v1.x);
maxy = Math.Max(maxy, v1.y);
// Next
sd = triangles.Sidedefs[triangleoffset + v];
v1 = v2;
}
}
// Any candidate lines found at all?
if(candidatepositions.Count > 0)
{
// Start with the first line
foreach(Vector2D candidatepos in candidatepositions)
{
// Check distance against other lines
float smallestdist = int.MaxValue;
foreach(KeyValuePair sd in sides)
{
// Check the distance
float distance = sd.Value.DistanceToSq(candidatepos, true);
smallestdist = Math.Min(smallestdist, distance);
}
// Keep this candidate if it is better than previous
if(smallestdist > founddistance)
{
foundposition = candidatepos;
founddistance = smallestdist;
}
}
// No cceptable line found, just use the first!
positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
}
else
{
// No candidate lines found.
// Check to see if the island is a triangle
if(triangles.IslandVertices[i] == 3)
{
// Use the center of the triangle
// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d)));
}
else
{
// Use the center of this island.
float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
}
}
// Done with this island
islandoffset += triangles.IslandVertices[i];
}
}
else
{
// No triangulation was made. FAIL!
General.Fail("No triangulation exists for sector " + s, "Triangulation is required to create label positions for a sector.");
}
// Done
return positions;
}
#endregion
}
}