#region ================== Copyright (c) 2009 Boris Iwanski /* * Copyright (c) 2009 Boris Iwanski * 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 invalid sectors", true, 300)] public class CheckClosedSectors : ErrorChecker { #region ================== Constants private const int PROGRESS_STEP = 40; #endregion #region ================== Constructor / Destructor // Constructor public CheckClosedSectors() { // Total progress is done when all sectors are checked SetTotalProgress(General.Map.Map.Sectors.Count / PROGRESS_STEP); } #endregion #region ================== Methods // This runs the check public override void Run() { int progress = 0; int stepprogress = 0; // This is a simple yet effective way to check if a sector is closed. // Each sidedef that belongs to a sector is checked out. The lines vertices // are used as the key in a Dictionary. While going through all the // sidedefs the values associated to the keys are set with a bitwise OR. // // The idea for this method was taken from the way DEU checks for closed // sectors // // The starting vertex of the side gets its 1 bit set, the ending vertex // of the side gets its 2 bit set. // The resulting dictionary will have 1, 2 or 3 as values (unlike the DEU // version 0 will not appear here, since we only look at sides that belong // to the current sector). // Values 1 and 2 mean that a line they belong to has no side belonging to // the current sector, thereby making the sector unclosed. // A value of 3 usually means all lines belonging to that vertex have at least // one side referencing the current sector. There are (rare) cases where this // is not true, so a second check is done for all "opposite" vertices of the // vertices with values 1 and 2: if the opposite vertex has a value of 3, but // the line between the two vertices has no side referencing the current sector, // then this falsely good vertex is added to the holes, too // Go for all the sectors foreach(Sector s in General.Map.Map.Sectors) { List foundholes = new List(); Dictionary vertices = new Dictionary(); // look at each side that belongs to the current sector foreach (Sidedef sd in s.Sidedefs) { // Add the lines starting vertex to the Dictionary if it's not yet present if (!vertices.ContainsKey(sd.Line.Start)) { vertices.Add(sd.Line.Start, 0); } // Add the lines ending vertex to the Dictionary if it's not yet present if (!vertices.ContainsKey(sd.Line.End)) { vertices.Add(sd.Line.End, 0); } // enable the 1 bit of the start vertex and the 2 bit of the end vertex of the side // This is from the sides point of view, where the side is always the "right" of line, // so start and end are flipped depending if the current side is the front of the // line or not if(sd.IsFront) { vertices[sd.Line.Start] |= 1; vertices[sd.Line.End] |= 2; } else { vertices[sd.Line.End] |= 1; vertices[sd.Line.Start] |= 2; } } // look at all the vertices foreach (KeyValuePair kvp in vertices) { // only look at bad vertices if (kvp.Value != 3) { // add the current vertex to the holes list if (!foundholes.Contains(kvp.Key)) { foundholes.Add(kvp.Key); } // this checks if any vertices slipped past the first test // look at all lines that share the current vertex foreach (Linedef cl in kvp.Key.Linedefs) { // the line does not has its front or back side referencing the current sector if (!((cl.Front != null && cl.Front.Sector == s) || (cl.Back != null && cl.Back.Sector == s))) { // if the opposite vertex of our current vertex is marked good something must be wrong, // since the above check tells us that the line bewtween the vertices has no side referencing // the current sector. So add the falsely marked vertex to the holes list if (vertices.ContainsKey(cl.Start) && vertices[cl.Start] == 3 && !foundholes.Contains(cl.Start)) { foundholes.Add(cl.Start); } if (vertices.ContainsKey(cl.End) && vertices[cl.End] == 3 && !foundholes.Contains(cl.End)) { foundholes.Add(cl.End); } } } } } // Add report when holes have been found if(foundholes.Count > 0) SubmitResult(new ResultSectorUnclosed(s, foundholes)); else if(s.Sidedefs.Count < 3 || s.BBox.IsEmpty) //mxd SubmitResult(new ResultSectorInvalid(s)); // 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 } }