#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.Generic; using System.Linq; using System.Threading; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [ErrorChecker("Check overlapping lines", true, 500)] public class CheckOverlappingLines : ErrorChecker { #region ================== Constants private const int PROGRESS_STEP = 100; #endregion #region ================== Constructor / Destructor // Constructor public CheckOverlappingLines() { // Total progress is done when all lines are checked SetTotalProgress(General.Map.Map.Linedefs.Count / PROGRESS_STEP); } #endregion #region ================== Methods // This runs the check public override void Run() { Dictionary donelines = new Dictionary(); BlockMap blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap; int progress = 0; int stepprogress = 0; // Go for all the liendefs foreach(Linedef l in General.Map.Map.Linedefs) { // Check if not already done if(!donelines.ContainsKey(l)) { // And go for all the linedefs that could overlap List blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position); Dictionary doneblocklines = new Dictionary(blocks.Count * 3); foreach(BlockEntry b in blocks) { foreach(Linedef d in b.Lines) { // Not the same line and not already checked if(!object.ReferenceEquals(l, d) && !doneblocklines.ContainsKey(d)) { double lu, du; // Temporary lines Line2D tl = l.Line; Line2D td = d.Line; // 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 vertices = new HashSet() { 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(l.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)), new Vector2D(Math.Round(l.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.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)) ); } //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)) { SubmitResult(new ResultLineOverlapping(l, d)); donelines[d] = d; } 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. if(General.Map.FormatInterface.VertexDecimals > 0) //mxd { lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals); du = Math.Round(du, General.Map.FormatInterface.VertexDecimals); } if ((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0)) { // Check if not the same sector on all sides Sector samesector = null; if (l.Front != null) samesector = l.Front.Sector; else if (l.Back != null) samesector = l.Back.Sector; else if (d.Front != null) samesector = d.Front.Sector; else if (d.Back != null) samesector = d.Back.Sector; if ((l.Front == null) || (l.Front.Sector != samesector)) samesector = null; else if ((l.Back == null) || (l.Back.Sector != samesector)) samesector = null; else if ((d.Front == null) || (d.Front.Sector != samesector)) samesector = null; else if ((d.Back == null) || (d.Back.Sector != samesector)) samesector = null; if (samesector == null) { SubmitResult(new ResultLineOverlapping(l, d)); donelines[d] = d; } } } // Checked doneblocklines.Add(d, d); } } } } // Handle thread interruption try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; } // We are making progress! if((++progress / PROGRESS_STEP) > stepprogress) { stepprogress = (progress / PROGRESS_STEP); AddProgress(1); } } } #endregion } }