#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.Collections.Generic; using CodeImp.DoomBuilder.Map; using System.Threading; #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)) { float lu, du; // 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(l.Line.GetIntersection(d.Line, out du, out lu)) { if((lu > 0.0f) && (lu < 1.0f) && (du > 0.0f) && (du < 1.0f)) { // 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 } }