#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.Map; #endregion namespace CodeImp.DoomBuilder.Geometry { internal sealed class SidedefAngleSorter : IComparer { // Variables private Sidedef baseside; private Vertex basevertex; // Constructor public SidedefAngleSorter(Sidedef baseside, Vertex fromvertex) { // Initialize this.baseside = baseside; this.basevertex = fromvertex; // We have no destructor GC.SuppressFinalize(this); } // This calculates the relative angle between two sides private float CalculateRelativeAngle(Sidedef a, Sidedef b) { float s, n, ana, anb; Vector2D va, vb; bool dir; // Determine angles ana = a.Line.Angle; if(a.Line.End == basevertex) ana += Angle2D.PI; anb = b.Line.Angle; if(b.Line.End == basevertex) anb += Angle2D.PI; // Take the difference from angles n = Angle2D.Difference(ana, anb); // Get line end vertices a and b that are not connected to basevertex if(a.Line.Start == basevertex) va = a.Line.End.Position; else va = a.Line.Start.Position; if(b.Line.Start == basevertex) vb = b.Line.End.Position; else vb = b.Line.Start.Position; // Determine rotation direction dir = baseside.IsFront; if(baseside.Line.End == basevertex) dir = !dir; // Check to which side the angle goes and adjust angle as needed s = Line2D.GetSideOfLine(va, vb, basevertex.Position); if((s < 0) && dir) n = Angle2D.PI2 - n; if((s > 0) && !dir) n = Angle2D.PI2 - n; // Return result return n; } // Comparer public int Compare(Sidedef x, Sidedef y) { float ax, ay; // Calculate angles ax = CalculateRelativeAngle(baseside, x); ay = CalculateRelativeAngle(baseside, y); // Compare results /* if(ax < ay) return 1; else if(ax > ay) return -1; else return 0; */ return Math.Sign(ay - ax); } } }