#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 SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Rendering;
using SlimDX;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Types;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Map
{
///
/// Manages all geometry structures and things in a map. Also provides
/// methods to works with selections and marking elements for any purpose.
/// Note that most methods are of O(n) complexity.
///
public sealed class MapSet
{
#region ================== Constants
/// Stiching distance. This is only to get around inaccuracies. Basically,
/// geometry only stitches when exactly on top of each other.
public const float STITCH_DISTANCE = 0.001f;
// Virtual sector identification
// This contains a character that is invalid in the UDMF standard, but valid
// in our parser, so that it can only be used by Doom Builder and will never
// conflict with any other valid UDMF field.
internal const string VIRTUAL_SECTOR_FIELD = "!virtual_sector";
#endregion
#region ================== Variables
// Sector indexing
private List indexholes;
private int lastsectorindex;
// Sidedef indexing for (de)serialization
private Sidedef[] sidedefindices;
// Map structures
private LinkedList vertices;
private LinkedList linedefs;
private LinkedList sidedefs;
private LinkedList sectors;
private LinkedList things;
// Selected elements
private LinkedList sel_vertices;
private LinkedList sel_linedefs;
private LinkedList sel_sectors;
private LinkedList sel_things;
private SelectionType sel_type;
// Statics
private static long emptylongname;
private static UniValue virtualsectorvalue;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
/// Returns a reference to the list of all vertices.
public ICollection Vertices { get { return vertices; } }
/// Returns a reference to the list of all linedefs.
public ICollection Linedefs { get { return linedefs; } }
/// Returns a reference to the list of all sidedefs.
public ICollection Sidedefs { get { return sidedefs; } }
/// Returns a reference to the list of all sectors.
public ICollection Sectors { get { return sectors; } }
/// Returns a reference to the list of all things.
public ICollection Things { get { return things; } }
/// Indicates if the map is disposed.
public bool IsDisposed { get { return isdisposed; } }
/// Returns a reference to the list of selected vertices.
internal LinkedList SelectedVertices { get { return sel_vertices; } }
/// Returns a reference to the list of selected linedefs.
internal LinkedList SelectedLinedefs { get { return sel_linedefs; } }
/// Returns a reference to the list of selected sectors.
internal LinkedList SelectedSectors { get { return sel_sectors; } }
/// Returns a reference to the list of selected things.
internal LinkedList SelectedThings { get { return sel_things; } }
/// Returns the current type of selection.
public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } }
/// Long name to indicate "no texture". This is the long name for a single dash.
public static long EmptyLongName { get { return emptylongname; } }
/// Returns the name of the custom field that marks virtual sectors in pasted geometry.
public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } }
/// Returns the value of the custom field that marks virtual sectors in pasted geometry.
public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } }
internal Sidedef[] SidedefIndices { get { return sidedefindices; } }
#endregion
#region ================== Constructor / Disposer
// Constructor for new empty map
internal MapSet()
{
// Initialize
vertices = new LinkedList();
linedefs = new LinkedList();
sidedefs = new LinkedList();
sectors = new LinkedList();
things = new LinkedList();
sel_vertices = new LinkedList();
sel_linedefs = new LinkedList();
sel_sectors = new LinkedList();
sel_things = new LinkedList();
indexholes = new List();
lastsectorindex = 0;
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor for map to deserialize
internal MapSet(MemoryStream stream)
{
// Initialize
vertices = new LinkedList();
linedefs = new LinkedList();
sidedefs = new LinkedList();
sectors = new LinkedList();
things = new LinkedList();
sel_vertices = new LinkedList();
sel_linedefs = new LinkedList();
sel_sectors = new LinkedList();
sel_things = new LinkedList();
indexholes = new List();
lastsectorindex = 0;
// Deserialize
Deserialize(stream);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal void Dispose()
{
ArrayList list;
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Dispose all things
list = new ArrayList(things);
foreach(Thing t in list) t.Dispose();
// Dispose all sectors
list = new ArrayList(sectors);
foreach(Sector s in list) s.Dispose();
// Dispose all sidedefs
list = new ArrayList(sidedefs);
foreach(Sidedef sd in list) sd.Dispose();
// Dispose all linedefs
list = new ArrayList(linedefs);
foreach(Linedef l in list) l.Dispose();
// Dispose all vertices
list = new ArrayList(vertices);
foreach(Vertex v in list) v.Dispose();
// Clean up
vertices = null;
linedefs = null;
sidedefs = null;
sectors = null;
things = null;
sel_vertices = null;
sel_linedefs = null;
sel_sectors = null;
sel_things = null;
indexholes = null;
// Done
isdisposed = true;
}
}
// Static initializer
internal static void Initialize()
{
emptylongname = Lump.MakeLongName("-");
virtualsectorvalue = new UniValue((int)UniversalType.Integer, (int)0);
}
#endregion
#region ================== Management
///
/// This makes a deep copy and returns the new MapSet.
///
public MapSet Clone()
{
Linedef nl;
Sidedef nd;
// Create the map set
MapSet newset = new MapSet();
// Go for all vertices
foreach(Vertex v in vertices)
{
// Make new vertex
v.Clone = newset.CreateVertex(v.Position);
v.CopyPropertiesTo(v.Clone);
}
// Go for all sectors
foreach(Sector s in sectors)
{
// Make new sector
s.Clone = newset.CreateSector();
s.CopyPropertiesTo(s.Clone);
}
// Go for all linedefs
foreach(Linedef l in linedefs)
{
// Make new linedef
nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
l.CopyPropertiesTo(nl);
// Linedef has a front side?
if(l.Front != null)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
l.Front.CopyPropertiesTo(nd);
}
// Linedef has a back side?
if(l.Back != null)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
l.Back.CopyPropertiesTo(nd);
}
}
// Go for all things
foreach(Thing t in things)
{
// Make new thing
Thing nt = newset.CreateThing();
t.CopyPropertiesTo(nt);
}
// Remove clone references
foreach(Vertex v in vertices) v.Clone = null;
foreach(Sector s in sectors) s.Clone = null;
// Return the new set
return newset;
}
// This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector
internal MapSet CloneMarked()
{
Sector virtualsector = null;
// Create the map set
MapSet newset = new MapSet();
// Get marked geometry
ICollection mvertices = GetMarkedVertices(true);
ICollection mlinedefs = GetMarkedLinedefs(true);
ICollection msectors = GetMarkedSectors(true);
ICollection mthings = GetMarkedThings(true);
// Go for all vertices
foreach(Vertex v in mvertices)
{
// Make new vertex
v.Clone = newset.CreateVertex(v.Position);
v.CopyPropertiesTo(v.Clone);
}
// Go for all sectors
foreach(Sector s in msectors)
{
// Make new sector
s.Clone = newset.CreateSector();
s.CopyPropertiesTo(s.Clone);
}
// Go for all linedefs
foreach(Linedef l in mlinedefs)
{
// Make new linedef
Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
l.CopyPropertiesTo(nl);
// Linedef has a front side?
if(l.Front != null)
{
Sidedef nd;
// Sector on front side marked?
if(l.Front.Sector.Marked)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
}
else
{
// Make virtual sector if needed
if(virtualsector == null)
{
virtualsector = newset.CreateSector();
l.Front.Sector.CopyPropertiesTo(virtualsector);
virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
}
// Make new sidedef that links to the virtual sector
nd = newset.CreateSidedef(nl, true, virtualsector);
}
l.Front.CopyPropertiesTo(nd);
}
// Linedef has a back side?
if(l.Back != null)
{
Sidedef nd;
// Sector on front side marked?
if(l.Back.Sector.Marked)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
}
else
{
// Make virtual sector if needed
if(virtualsector == null)
{
virtualsector = newset.CreateSector();
l.Back.Sector.CopyPropertiesTo(virtualsector);
virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
}
// Make new sidedef that links to the virtual sector
nd = newset.CreateSidedef(nl, false, virtualsector);
}
l.Back.CopyPropertiesTo(nd);
}
}
// Go for all things
foreach(Thing t in mthings)
{
// Make new thing
Thing nt = newset.CreateThing();
t.CopyPropertiesTo(nt);
}
// Remove clone references
foreach(Vertex v in vertices) v.Clone = null;
foreach(Sector s in sectors) s.Clone = null;
// Return the new set
return newset;
}
/// This creates a new vertex and returns it.
public Vertex CreateVertex(Vector2D pos)
{
LinkedListNode listitem;
Vertex v;
// Make a list item
listitem = new LinkedListNode(null);
// Make the vertex
v = new Vertex(this, listitem, pos);
listitem.Value = v;
// Add vertex to the list
vertices.AddLast(listitem);
// Return result
return v;
}
// This creates a new vertex from a stream
private Vertex CreateVertex(IReadWriteStream stream)
{
LinkedListNode listitem;
Vertex v;
// Make a list item
listitem = new LinkedListNode(null);
// Make the vertex
v = new Vertex(this, listitem, stream);
listitem.Value = v;
// Add vertex to the list
vertices.AddLast(listitem);
// Return result
return v;
}
/// This creates a new linedef and returns it.
public Linedef CreateLinedef(Vertex start, Vertex end)
{
LinkedListNode listitem;
Linedef l;
// Make a list item
listitem = new LinkedListNode(null);
// Make the linedef
l = new Linedef(this, listitem, start, end);
listitem.Value = l;
// Add linedef to the list
linedefs.AddLast(listitem);
// Return result
return l;
}
// This creates a new linedef from a stream
private Linedef CreateLinedef(Vertex start, Vertex end, IReadWriteStream stream)
{
LinkedListNode listitem;
Linedef l;
// Make a list item
listitem = new LinkedListNode(null);
// Make the linedef
l = new Linedef(this, listitem, start, end, stream);
listitem.Value = l;
// Add linedef to the list
linedefs.AddLast(listitem);
// Return result
return l;
}
/// This creates a new sidedef and returns it.
public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
{
LinkedListNode listitem;
Sidedef sd;
// Make a list item
listitem = new LinkedListNode(null);
// Make the sidedef
sd = new Sidedef(this, listitem, l, front, s);
listitem.Value = sd;
// Add sidedef to the list
sidedefs.AddLast(listitem);
// Return result
return sd;
}
// This creates a new sidedef from a stream
private Sidedef CreateSidedef(Linedef l, bool front, Sector s, IReadWriteStream stream)
{
LinkedListNode listitem;
Sidedef sd;
// Make a list item
listitem = new LinkedListNode(null);
// Make the sidedef
sd = new Sidedef(this, listitem, l, front, s, stream);
listitem.Value = sd;
// Add sidedef to the list
sidedefs.AddLast(listitem);
// Return result
return sd;
}
/// This creates a new sector and returns it.
public Sector CreateSector()
{
int index;
// Do we have any index holes we can use?
if(indexholes.Count > 0)
{
// Take one of the index holes
index = indexholes[indexholes.Count - 1];
indexholes.RemoveAt(indexholes.Count - 1);
}
else
{
// Make a new index
index = lastsectorindex++;
}
// Make the sector
return CreateSector(index);
}
// This creates a new sector with a specific fixed index
private Sector CreateSector(int index)
{
LinkedListNode listitem;
Sector s;
// Make a list item
listitem = new LinkedListNode(null);
// Make the sector
s = new Sector(this, listitem, index);
listitem.Value = s;
// Add sector to the list
sectors.AddLast(listitem);
// Return result
return s;
}
// This creates a new sector from a stream
private Sector CreateSector(IReadWriteStream stream)
{
LinkedListNode listitem;
Sector s;
// Make a list item
listitem = new LinkedListNode(null);
// Make the sector
s = new Sector(this, listitem, stream);
listitem.Value = s;
// Add sector to the list
sectors.AddLast(listitem);
// Return result
return s;
}
/// This creates a new thing and returns it.
public Thing CreateThing()
{
LinkedListNode listitem;
Thing t;
// Make a list item
listitem = new LinkedListNode(null);
// Make the thing
t = new Thing(this, listitem);
listitem.Value = t;
// Add thing to the list
things.AddLast(listitem);
// Return result
return t;
}
// This adds a sector index hole
internal void AddSectorIndexHole(int index)
{
indexholes.Add(index);
}
#endregion
#region ================== Serialization
// This serializes the MapSet
internal MemoryStream Serialize()
{
MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB.
SerializerStream serializer = new SerializerStream(stream);
// Index the sidedefs
int sidedefindex = 0;
foreach(Sidedef sd in sidedefs)
sd.SerializedIndex = sidedefindex++;
serializer.Begin();
// Write private data
serializer.wInt(lastsectorindex);
serializer.wInt(indexholes.Count);
foreach(int i in indexholes) serializer.wInt(i);
// Write map data
WriteVertices(serializer);
WriteSectors(serializer);
WriteLinedefs(serializer);
WriteSidedefs(serializer);
WriteThings(serializer);
serializer.End();
// Reallocate to keep only the used memory
stream.Capacity = (int)stream.Length;
return stream;
}
// This serializes things
private void WriteThings(SerializerStream stream)
{
stream.wInt(things.Count);
// Go for all things
foreach(Thing t in things)
{
t.ReadWrite(stream);
}
}
// This serializes vertices
private void WriteVertices(SerializerStream stream)
{
stream.wInt(vertices.Count);
// Go for all vertices
int index = 0;
foreach(Vertex v in vertices)
{
v.SerializedIndex = index++;
v.ReadWrite(stream);
}
}
// This serializes linedefs
private void WriteLinedefs(SerializerStream stream)
{
stream.wInt(linedefs.Count);
// Go for all lines
int index = 0;
foreach(Linedef l in linedefs)
{
l.SerializedIndex = index++;
stream.wInt(l.Start.SerializedIndex);
stream.wInt(l.End.SerializedIndex);
l.ReadWrite(stream);
}
}
// This serializes sidedefs
private void WriteSidedefs(SerializerStream stream)
{
stream.wInt(sidedefs.Count);
// Go for all sidedefs
foreach(Sidedef sd in sidedefs)
{
stream.wInt(sd.Line.SerializedIndex);
stream.wInt(sd.Sector.SerializedIndex);
stream.wBool(sd.IsFront);
sd.ReadWrite(stream);
}
}
// This serializes sectors
private void WriteSectors(SerializerStream stream)
{
stream.wInt(sectors.Count);
// Go for all sectors
int index = 0;
foreach(Sector s in sectors)
{
s.SerializedIndex = index++;
s.ReadWrite(stream);
}
}
#endregion
#region ================== Deserialization
// This serializes the MapSet
private void Deserialize(MemoryStream stream)
{
stream.Seek(0, SeekOrigin.Begin);
DeserializerStream deserializer = new DeserializerStream(stream);
deserializer.Begin();
// Read private data
int c;
deserializer.rInt(out lastsectorindex);
deserializer.rInt(out c);
indexholes = new List(c);
for(int i = 0; i < c; i++)
{
int index; deserializer.rInt(out index);
indexholes.Add(index);
}
// Read map data
Vertex[] verticesarray = ReadVertices(deserializer);
Sector[] sectorsarray = ReadSectors(deserializer);
Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray);
ReadSidedefs(deserializer, linedefsarray, sectorsarray);
ReadThings(deserializer);
deserializer.End();
// Make table of sidedef indices
sidedefindices = new Sidedef[sidedefs.Count];
foreach(Sidedef sd in sidedefs)
sidedefindices[sd.SerializedIndex] = sd;
// Call PostDeserialize
foreach(Sector s in sectors)
s.PostDeserialize(this);
}
// This deserializes things
private void ReadThings(DeserializerStream stream)
{
int c; stream.rInt(out c);
// Go for all things
for(int i = 0; i < c; i++)
{
Thing t = CreateThing();
t.ReadWrite(stream);
}
}
// This deserializes vertices
private Vertex[] ReadVertices(DeserializerStream stream)
{
int c; stream.rInt(out c);
Vertex[] array = new Vertex[c];
// Go for all vertices
for(int i = 0; i < c; i++)
{
array[i] = CreateVertex(stream);
}
return array;
}
// This deserializes linedefs
private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray)
{
int c; stream.rInt(out c);
Linedef[] array = new Linedef[c];
// Go for all lines
for(int i = 0; i < c; i++)
{
int start, end;
stream.rInt(out start);
stream.rInt(out end);
array[i] = CreateLinedef(verticesarray[start], verticesarray[end], stream);
}
return array;
}
// This deserializes sidedefs
private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray)
{
int c; stream.rInt(out c);
// Go for all sidedefs
for(int i = 0; i < c; i++)
{
int lineindex, sectorindex;
bool front;
stream.rInt(out lineindex);
stream.rInt(out sectorindex);
stream.rBool(out front);
CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex], stream);
}
}
// This deserializes sectors
private Sector[] ReadSectors(DeserializerStream stream)
{
int c; stream.rInt(out c);
Sector[] array = new Sector[c];
// Go for all sectors
for(int i = 0; i < c; i++)
{
array[i] = CreateSector(stream);
}
return array;
}
#endregion
#region ================== Updating
///
/// This updates the cache of all elements where needed. You must call this after making changes to the map.
///
public void Update()
{
// Update all!
Update(true, true);
}
///
/// This updates the cache of all elements where needed. It is not recommended to use this version, please use Update() instead.
///
public void Update(bool dolines, bool dosectors)
{
// Update all linedefs
if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
// Update all sectors
if(dosectors) foreach(Sector s in sectors) s.UpdateCache();
}
///
/// This updates the cache of all elements that is required after a configuration or settings change.
///
public void UpdateConfiguration()
{
// Update all things
foreach(Thing t in things) t.UpdateConfiguration();
}
#endregion
#region ================== Selection
// This checks a flag in a selection type
private bool InSelectionType(SelectionType value, SelectionType bits)
{
return (value & bits) == bits;
}
/// This converts the current selection to a different type of selection as specified.
/// Note that this function uses the markings to convert the selection.
public void ConvertSelection(SelectionType target)
{
ConvertSelection(SelectionType.All, target);
}
/// This converts the current selection to a different type of selection as specified.
/// Note that this function uses the markings to convert the selection.
public void ConvertSelection(SelectionType source, SelectionType target)
{
ICollection lines;
ICollection verts;
ClearAllMarks(false);
switch(target)
{
// Convert geometry selection to vertices only
case SelectionType.Vertices:
if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true);
if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true);
verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
foreach(Vertex v in verts) v.Selected = true;
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
break;
// Convert geometry selection to linedefs only
case SelectionType.Linedefs:
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
if(InSelectionType(source, SelectionType.Sectors))
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Selected)
{
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
}
}
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedVertices();
break;
// Convert geometry selection to sectors only
case SelectionType.Sectors:
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
lines = LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
ClearMarkedSectors(true);
foreach(Linedef l in linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = false;
if(l.Back != null) l.Back.Sector.Marked = false;
}
}
ClearSelectedLinedefs();
ClearSelectedVertices();
if(InSelectionType(source, SelectionType.Sectors))
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked || s.Selected)
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
}
}
else
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
else
{
s.Selected = false;
}
}
}
break;
default:
throw new ArgumentException("Unsupported selection target conversion");
break;
}
// New selection type
sel_type = target;
}
/// This clears all selected items
public void ClearAllSelected()
{
ClearSelectedVertices();
ClearSelectedThings();
ClearSelectedLinedefs();
ClearSelectedSectors();
}
/// This clears selected vertices.
public void ClearSelectedVertices()
{
sel_vertices.Clear();
foreach(Vertex v in vertices) v.Selected = false;
}
/// This clears selected things.
public void ClearSelectedThings()
{
sel_things.Clear();
foreach(Thing t in things) t.Selected = false;
}
/// This clears selected linedefs.
public void ClearSelectedLinedefs()
{
sel_linedefs.Clear();
foreach(Linedef l in linedefs) l.Selected = false;
}
/// This clears selected sectors.
public void ClearSelectedSectors()
{
sel_sectors.Clear();
foreach(Sector s in sectors) s.Selected = false;
}
/// Returns a collection of vertices that match a selected state.
public ICollection GetSelectedVertices(bool selected)
{
if(selected)
{
return new List(sel_vertices);
}
else
{
List list = new List(vertices.Count - sel_vertices.Count);
foreach(Vertex v in vertices) if(!v.Selected) list.Add(v);
return list;
}
}
/// Returns a collection of things that match a selected state.
public ICollection GetSelectedThings(bool selected)
{
if(selected)
{
return new List(sel_things);
}
else
{
List list = new List(things.Count - sel_things.Count);
foreach(Thing t in things) if(!t.Selected) list.Add(t);
return list;
}
}
/// Returns a collection of linedefs that match a selected state.
public ICollection GetSelectedLinedefs(bool selected)
{
if(selected)
{
return new List(sel_linedefs);
}
else
{
List list = new List(linedefs.Count - sel_linedefs.Count);
foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l);
return list;
}
}
/// Returns a collection of sidedefs that match a selected linedefs state.
public ICollection GetSidedefsFromSelectedLinedefs(bool selected)
{
if(selected)
{
List list = new List(sel_linedefs.Count);
foreach(Linedef ld in sel_linedefs)
{
if(ld.Front != null) list.Add(ld.Front);
if(ld.Back != null) list.Add(ld.Back);
}
return list;
}
else
{
List list = new List(linedefs.Count - sel_linedefs.Count);
foreach(Linedef ld in linedefs)
{
if(!ld.Selected && (ld.Front != null)) list.Add(ld.Front);
if(!ld.Selected && (ld.Back != null)) list.Add(ld.Back);
}
return list;
}
}
/// Returns a collection of sectors that match a selected state.
public ICollection GetSelectedSectors(bool selected)
{
if(selected)
{
return new List(sel_sectors);
}
else
{
List list = new List(sectors.Count - sel_sectors.Count);
foreach(Sector s in sectors) if(!s.Selected) list.Add(s);
return list;
}
}
/// This selects or deselectes geometry based on marked elements.
public void SelectMarkedGeometry(bool mark, bool select)
{
SelectMarkedVertices(mark, select);
SelectMarkedLinedefs(mark, select);
SelectMarkedSectors(mark, select);
SelectMarkedThings(mark, select);
}
/// This selects or deselectes geometry based on marked elements.
public void SelectMarkedVertices(bool mark, bool select)
{
foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select;
}
/// This selects or deselectes geometry based on marked elements.
public void SelectMarkedLinedefs(bool mark, bool select)
{
foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select;
}
/// This selects or deselectes geometry based on marked elements.
public void SelectMarkedSectors(bool mark, bool select)
{
foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select;
}
/// This selects or deselectes geometry based on marked elements.
public void SelectMarkedThings(bool mark, bool select)
{
foreach(Thing t in things) if(t.Marked == mark) t.Selected = select;
}
/// This selects geometry by selection group index.
public void SelectVerticesByGroup(int groupmask)
{
foreach(SelectableElement e in vertices) e.SelectByGroup(groupmask);
}
/// This selects geometry by selection group index.
public void SelectLinedefsByGroup(int groupmask)
{
foreach(SelectableElement e in linedefs) e.SelectByGroup(groupmask);
}
/// This selects geometry by selection group index.
public void SelectSectorsByGroup(int groupmask)
{
foreach(SelectableElement e in sectors) e.SelectByGroup(groupmask);
}
/// This selects geometry by selection group index.
public void SelectThingsByGroup(int groupmask)
{
foreach(SelectableElement e in things) e.SelectByGroup(groupmask);
}
/// This adds the current selection to the specified selection group.
public void AddSelectionToGroup(int groupmask)
{
foreach(SelectableElement e in vertices)
if(e.Selected) e.AddToGroup(groupmask);
foreach(SelectableElement e in linedefs)
if(e.Selected) e.AddToGroup(groupmask);
foreach(SelectableElement e in sectors)
if(e.Selected) e.AddToGroup(groupmask);
foreach(SelectableElement e in things)
if(e.Selected) e.AddToGroup(groupmask);
}
#endregion
#region ================== Marking
/// This clears all marks on all elements.
public void ClearAllMarks(bool mark)
{
ClearMarkedVertices(mark);
ClearMarkedThings(mark);
ClearMarkedLinedefs(mark);
ClearMarkedSectors(mark);
ClearMarkedSidedefs(mark);
}
/// This clears all marks on all vertices.
public void ClearMarkedVertices(bool mark)
{
foreach(Vertex v in vertices) v.Marked = mark;
}
/// This clears all marks on all things.
public void ClearMarkedThings(bool mark)
{
foreach(Thing t in things) t.Marked = mark;
}
/// This clears all marks on all linedefs.
public void ClearMarkedLinedefs(bool mark)
{
foreach(Linedef l in linedefs) l.Marked = mark;
}
/// This clears all marks on all sidedefs.
public void ClearMarkedSidedefs(bool mark)
{
foreach(Sidedef s in sidedefs) s.Marked = mark;
}
/// This clears all marks on all sectors.
public void ClearMarkedSectors(bool mark)
{
foreach(Sector s in sectors) s.Marked = mark;
}
/// This inverts all marks on all elements.
public void InvertAllMarks()
{
InvertMarkedVertices();
InvertMarkedThings();
InvertMarkedLinedefs();
InvertMarkedSectors();
InvertMarkedSidedefs();
}
/// This inverts all marks on all vertices.
public void InvertMarkedVertices()
{
foreach(Vertex v in vertices) v.Marked = !v.Marked;
}
/// This inverts all marks on all things.
public void InvertMarkedThings()
{
foreach(Thing t in things) t.Marked = !t.Marked;
}
/// This inverts all marks on all linedefs.
public void InvertMarkedLinedefs()
{
foreach(Linedef l in linedefs) l.Marked = !l.Marked;
}
/// This inverts all marks on all sidedefs.
public void InvertMarkedSidedefs()
{
foreach(Sidedef s in sidedefs) s.Marked = !s.Marked;
}
/// This inverts all marks on all sectors.
public void InvertMarkedSectors()
{
foreach(Sector s in sectors) s.Marked = !s.Marked;
}
/// Returns a collection of vertices that match a marked state.
public List GetMarkedVertices(bool mark)
{
List list = new List(vertices.Count >> 1);
foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v);
return list;
}
/// Returns a collection of things that match a marked state.
public List GetMarkedThings(bool mark)
{
List list = new List(things.Count >> 1);
foreach(Thing t in things) if(t.Marked == mark) list.Add(t);
return list;
}
/// Returns a collection of linedefs that match a marked state.
public List GetMarkedLinedefs(bool mark)
{
List list = new List(linedefs.Count >> 1);
foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l);
return list;
}
/// Returns a collection of sidedefs that match a marked state.
public List GetMarkedSidedefs(bool mark)
{
List list = new List(sidedefs.Count >> 1);
foreach(Sidedef s in sidedefs) if(s.Marked == mark) list.Add(s);
return list;
}
/// Returns a collection of sectors that match a marked state.
public List GetMarkedSectors(bool mark)
{
List list = new List(sectors.Count >> 1);
foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
return list;
}
/// This marks vertices based on selected vertices.
public void MarkSelectedVertices(bool selected, bool mark)
{
foreach(Vertex v in sel_vertices) v.Marked = mark;
}
/// This marks linedefs based on selected linedefs.
public void MarkSelectedLinedefs(bool selected, bool mark)
{
foreach(Linedef l in sel_linedefs) l.Marked = mark;
}
/// This marks sectors based on selected sectors.
public void MarkSelectedSectors(bool selected, bool mark)
{
foreach(Sector s in sel_sectors) s.Marked = mark;
}
/// This marks things based on selected things.
public void MarkSelectedThings(bool selected, bool mark)
{
foreach(Thing t in sel_things) t.Marked = mark;
}
///
/// This marks the front and back sidedefs on linedefs with the matching mark.
///
public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark)
{
foreach(Linedef l in linedefs)
{
if(l.Marked == matchmark)
{
if(l.Front != null) l.Front.Marked = setmark;
if(l.Back != null) l.Back.Marked = setmark;
}
}
}
///
/// This marks the sidedefs that make up the sectors with the matching mark.
///
public void MarkSidedefsFromSectors(bool matchmark, bool setmark)
{
foreach(Sidedef sd in sidedefs)
{
if(sd.Sector.Marked == matchmark) sd.Marked = setmark;
}
}
///
/// Returns a collection of vertices that match a marked state on the linedefs.
///
public ICollection GetVerticesFromLinesMarks(bool mark)
{
List list = new List(vertices.Count >> 1);
foreach(Vertex v in vertices)
{
foreach(Linedef l in v.Linedefs)
{
if(l.Marked == mark)
{
list.Add(v);
break;
}
}
}
return list;
}
///
/// Returns a collection of vertices that match a marked state on the linedefs.
/// The difference with GetVerticesFromLinesMarks is that in this method
/// ALL linedefs of a vertex must match the specified marked state.
///
public ICollection GetVerticesFromAllLinesMarks(bool mark)
{
List list = new List(vertices.Count >> 1);
foreach(Vertex v in vertices)
{
bool qualified = true;
foreach(Linedef l in v.Linedefs)
{
if(l.Marked != mark)
{
qualified = false;
break;
}
}
if(qualified) list.Add(v);
}
return list;
}
///
/// Returns a collection of vertices that match a marked state on the linedefs.
///
public ICollection GetVerticesFromSectorsMarks(bool mark)
{
List list = new List(vertices.Count >> 1);
foreach(Vertex v in vertices)
{
foreach(Linedef l in v.Linedefs)
{
if(((l.Front != null) && (l.Front.Sector.Marked == mark)) ||
((l.Back != null) && (l.Back.Sector.Marked == mark)))
{
list.Add(v);
break;
}
}
}
return list;
}
///
/// This marks all selected geometry, including sidedefs from sectors.
/// When sidedefsfromsectors is true, then the sidedefs are marked according to the
/// marked sectors. Otherwise the sidedefs are marked according to the marked linedefs.
///
public void MarkAllSelectedGeometry(bool mark, bool linedefsfromvertices, bool verticesfromlinedefs, bool sectorsfromlinedefs, bool sidedefsfromsectors)
{
General.Map.Map.ClearAllMarks(!mark);
// Direct vertices
General.Map.Map.MarkSelectedVertices(true, mark);
// Direct linedefs
General.Map.Map.MarkSelectedLinedefs(true, mark);
// Linedefs from vertices
// We do this before "vertices from lines" because otherwise we get lines marked that we didn't select
if(linedefsfromvertices)
{
ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark);
foreach(Linedef l in lines) l.Marked = mark;
}
// Vertices from linedefs
if(verticesfromlinedefs)
{
ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(mark);
foreach(Vertex v in verts) v.Marked = mark;
}
// Mark sectors from linedefs (note: this must be the first to mark
// sectors, because this clears the sector marks!)
if(sectorsfromlinedefs)
{
General.Map.Map.ClearMarkedSectors(mark);
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = !mark;
if(l.Back != null) l.Back.Sector.Marked = !mark;
}
}
}
// Direct sectors
General.Map.Map.MarkSelectedSectors(true, mark);
// Direct things
General.Map.Map.MarkSelectedThings(true, mark);
// Sidedefs from linedefs or sectors
if(sidedefsfromsectors)
General.Map.Map.MarkSidedefsFromSectors(true, mark);
else
General.Map.Map.MarkSidedefsFromLinedefs(true, mark);
}
#endregion
#region ================== Indexing
///
/// Returns the vertex at the specified index. Returns null when index is out of range.
///
public Vertex GetVertexByIndex(int index)
{
if(index < vertices.Count)
return General.GetByIndex(vertices, index);
else
return null;
}
///
/// Returns the linedef at the specified index. Returns null when index is out of range.
///
public Linedef GetLinedefByIndex(int index)
{
if(index < linedefs.Count)
return General.GetByIndex(linedefs, index);
else
return null;
}
///
/// Returns the sidedef at the specified index. Returns null when index is out of range.
///
public Sidedef GetSidedefByIndex(int index)
{
if(index < sidedefs.Count)
return General.GetByIndex(sidedefs, index);
else
return null;
}
///
/// Returns the sector at the specified index. Returns null when index is out of range.
///
public Sector GetSectorByIndex(int index)
{
if(index < sectors.Count)
return General.GetByIndex(sectors, index);
else
return null;
}
///
/// Returns the thing at the specified index. Returns null when index is out of range.
///
public Thing GetThingByIndex(int index)
{
if(index < things.Count)
return General.GetByIndex(things, index);
else
return null;
}
///
/// Returns the index of the specified vertex. Returns -1 when the vertex is not in this map.
///
public int GetIndexForVertex(Vertex v)
{
int index = 0;
foreach(Vertex vn in vertices)
{
if(object.ReferenceEquals(vn, v)) return index;
index++;
}
return -1;
}
///
/// Returns the index of the specified linedef. Returns -1 when the linedef is not in this map.
///
public int GetIndexForLinedef(Linedef l)
{
int index = 0;
foreach(Linedef ln in linedefs)
{
if(object.ReferenceEquals(ln, l)) return index;
index++;
}
return -1;
}
///
/// Returns the index of the specified sidedef. Returns -1 when the sidedef is not in this map.
///
public int GetIndexForSidedef(Sidedef sd)
{
int index = 0;
foreach(Sidedef sn in sidedefs)
{
if(object.ReferenceEquals(sn, sd)) return index;
index++;
}
return -1;
}
///
/// Returns the index of the specified sector. Returns -1 when the sector is not in this map.
///
public int GetIndexForSector(Sector s)
{
int index = 0;
foreach(Sector sn in sectors)
{
if(object.ReferenceEquals(sn, s)) return index;
index++;
}
return -1;
}
///
/// Returns the index of the specified thing. Returns -1 when the thing is not in this map.
///
public int GetIndexForThing(Thing t)
{
int index = 0;
foreach(Thing tn in things)
{
if(object.ReferenceEquals(tn, t)) return index;
index++;
}
return -1;
}
#endregion
#region ================== Areas
/// This creates an initial, undefined area.
public static RectangleF CreateEmptyArea()
{
return new RectangleF(float.MaxValue / 2, float.MaxValue / 2, -float.MaxValue, -float.MaxValue);
}
/// This creates an area from vertices.
public static RectangleF CreateArea(ICollection verts)
{
float l = float.MaxValue;
float t = float.MaxValue;
float r = float.MinValue;
float b = float.MinValue;
// Go for all vertices
foreach(Vertex v in verts)
{
// Adjust boundaries by vertices
if(v.Position.x < l) l = v.Position.x;
if(v.Position.x > r) r = v.Position.x;
if(v.Position.y < t) t = v.Position.y;
if(v.Position.y > b) b = v.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This increases and existing area with the given vertices.
public static RectangleF IncreaseArea(RectangleF area, ICollection verts)
{
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Vertex v in verts)
{
// Adjust boundaries by vertices
if(v.Position.x < l) l = v.Position.x;
if(v.Position.x > r) r = v.Position.x;
if(v.Position.y < t) t = v.Position.y;
if(v.Position.y > b) b = v.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This increases and existing area with the given things.
public static RectangleF IncreaseArea(RectangleF area, ICollection things)
{
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Thing th in things)
{
// Adjust boundaries by vertices
if(th.Position.x < l) l = th.Position.x;
if(th.Position.x > r) r = th.Position.x;
if(th.Position.y < t) t = th.Position.y;
if(th.Position.y > b) b = th.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This increases and existing area with the given vertices.
public static RectangleF IncreaseArea(RectangleF area, ICollection verts)
{
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Vector2D v in verts)
{
// Adjust boundaries by vertices
if(v.x < l) l = v.x;
if(v.x > r) r = v.x;
if(v.y < t) t = v.y;
if(v.y > b) b = v.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This increases and existing area with the given vertex.
public static RectangleF IncreaseArea(RectangleF area, Vector2D vert)
{
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Adjust boundaries by vertices
if(vert.x < l) l = vert.x;
if(vert.x > r) r = vert.x;
if(vert.y < t) t = vert.y;
if(vert.y > b) b = vert.y;
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This creates an area from linedefs.
public static RectangleF CreateArea(ICollection lines)
{
float l = float.MaxValue;
float t = float.MaxValue;
float r = float.MinValue;
float b = float.MinValue;
// Go for all linedefs
foreach(Linedef ld in lines)
{
// Adjust boundaries by vertices
if(ld.Start.Position.x < l) l = ld.Start.Position.x;
if(ld.Start.Position.x > r) r = ld.Start.Position.x;
if(ld.Start.Position.y < t) t = ld.Start.Position.y;
if(ld.Start.Position.y > b) b = ld.Start.Position.y;
if(ld.End.Position.x < l) l = ld.End.Position.x;
if(ld.End.Position.x > r) r = ld.End.Position.x;
if(ld.End.Position.y < t) t = ld.End.Position.y;
if(ld.End.Position.y > b) b = ld.End.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// This filters lines by a rectangular area.
public static ICollection FilterByArea(ICollection lines, ref RectangleF area)
{
ICollection newlines = new List(lines.Count);
// Go for all lines
foreach(Linedef l in lines)
{
// Check the cs field bits
if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref area)) == 0)
{
// The line could be in the area
newlines.Add(l);
}
}
// Return result
return newlines;
}
// This returns the cohen-sutherland field bits for a vertex in a rectangle area
private static int GetCSFieldBits(Vertex v, ref RectangleF area)
{
int bits = 0;
if(v.Position.y < area.Top) bits |= 0x01;
if(v.Position.y > area.Bottom) bits |= 0x02;
if(v.Position.x < area.Left) bits |= 0x04;
if(v.Position.x > area.Right) bits |= 0x08;
return bits;
}
/// This filters vertices by a rectangular area.
public static ICollection FilterByArea(ICollection verts, ref RectangleF area)
{
ICollection newverts = new List(verts.Count);
// Go for all verts
foreach(Vertex v in verts)
{
// Within rect?
if((v.Position.x >= area.Left) &&
(v.Position.x <= area.Right) &&
(v.Position.y >= area.Top) &&
(v.Position.y <= area.Bottom))
{
// The vertex is in the area
newverts.Add(v);
}
}
// Return result
return newverts;
}
#endregion
#region ================== Stitching
///
/// Stitches marked geometry with non-marked geometry. Returns the number of stitches made.
///
public int StitchGeometry()
{
ICollection movinglines;
ICollection fixedlines;
ICollection nearbyfixedverts;
ICollection movingverts;
ICollection fixedverts;
RectangleF editarea;
int stitches = 0;
int stitchundo;
// Find vertices
movingverts = General.Map.Map.GetMarkedVertices(true);
fixedverts = General.Map.Map.GetMarkedVertices(false);
// Find lines that moved during the drag
movinglines = LinedefsFromMarkedVertices(false, true, true);
// Find all non-moving lines
fixedlines = LinedefsFromMarkedVertices(true, false, false);
// Determine area in which we are editing
editarea = MapSet.CreateArea(movinglines);
editarea = MapSet.IncreaseArea(editarea, movingverts);
editarea.Inflate(1.0f, 1.0f);
// Join nearby vertices
stitches += MapSet.JoinVertices(fixedverts, movingverts, true, MapSet.STITCH_DISTANCE);
// Update cached values of lines because we need their length/angle
Update(true, false);
// Split moving lines with unselected vertices
nearbyfixedverts = MapSet.FilterByArea(fixedverts, ref editarea);
stitches += MapSet.SplitLinesByVertices(movinglines, nearbyfixedverts, MapSet.STITCH_DISTANCE, movinglines);
// Split non-moving lines with selected vertices
fixedlines = MapSet.FilterByArea(fixedlines, ref editarea);
stitches += MapSet.SplitLinesByVertices(fixedlines, movingverts, MapSet.STITCH_DISTANCE, movinglines);
// Remove looped linedefs
stitches += MapSet.RemoveLoopedLinedefs(movinglines);
// Join overlapping lines
stitches += MapSet.JoinOverlappingLines(movinglines);
return stitches;
}
#endregion
#region ================== Geometry Tools
/// This removes any virtual sectors in the map and returns the number of sectors removed.
public int RemoveVirtualSectors()
{
int count = 0;
LinkedListNode n = sectors.First;
// Go for all sectors
while(n != null)
{
LinkedListNode nn = n.Next;
// Remove when virtual
if(n.Value.Fields.ContainsKey(VIRTUAL_SECTOR_FIELD))
{
n.Value.Dispose();
count++;
}
n = nn;
}
return count;
}
/// This removes unused sectors and returns the number of removed sectors.
public int RemoveUnusedSectors(bool reportwarnings)
{
int count = 0;
LinkedListNode n = sectors.First;
// Go for all sectors
int index = 0;
while(n != null)
{
LinkedListNode nn = n.Next;
// Remove when unused
if(n.Value.Sidedefs.Count == 0)
{
if(reportwarnings)
General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed.");
n.Value.Dispose();
count++;
}
index++;
n = nn;
}
return count;
}
/// This joins overlapping lines together and returns the number of joins made.
public static int JoinOverlappingLines(ICollection lines)
{
int joinsdone = 0;
bool joined;
do
{
// No joins yet
joined = false;
// Go for all the lines
foreach(Linedef l1 in lines)
{
// Check if these vertices have lines that overlap
foreach(Linedef l2 in l1.Start.Linedefs)
{
// Sharing vertices?
if((l1.End == l2.End) ||
(l1.End == l2.Start))
{
// Not the same line?
if(l1 != l2)
{
bool oppositedirection = (l1.End == l2.Start);
bool l2marked = l2.Marked;
// Merge these two linedefs
while(lines.Remove(l2)) ;
l2.Join(l1);
// If l2 was marked as new geometry, we have to make sure
// that l1's FrontInterior is correct for the drawing procedure
if(l2marked)
{
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
}
// If l1 is marked as new geometry, we may need to flip it to preserve
// orientation of the original geometry, and update its FrontInterior
else if(l1.Marked)
{
if(oppositedirection)
{
l1.FlipVertices(); // This also flips FrontInterior
l1.FlipSidedefs();
}
}
joinsdone++;
joined = true;
break;
}
}
}
// Will have to restart when joined
if(joined) break;
// Check if these vertices have lines that overlap
foreach(Linedef l2 in l1.End.Linedefs)
{
// Sharing vertices?
if((l1.Start == l2.End) ||
(l1.Start == l2.Start))
{
// Not the same line?
if(l1 != l2)
{
bool oppositedirection = (l1.Start == l2.End);
bool l2marked = l2.Marked;
// Merge these two linedefs
while(lines.Remove(l2)) ;
l2.Join(l1);
// If l2 was marked as new geometry, we have to make sure
// that l1's FrontInterior is correct for the drawing procedure
if(l2marked)
{
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
}
// If l1 is marked as new geometry, we may need to flip it to preserve
// orientation of the original geometry, and update its FrontInterior
else if(l1.Marked)
{
if(oppositedirection)
{
l1.FlipVertices(); // This also flips FrontInterior
l1.FlipSidedefs();
}
}
joinsdone++;
joined = true;
break;
}
}
}
// Will have to restart when joined
if(joined) break;
}
}
while(joined);
// Return result
return joinsdone;
}
/// This removes looped linedefs (linedefs which reference the same vertex for
/// start and end) and returns the number of linedefs removed.
public static int RemoveLoopedLinedefs(ICollection lines)
{
int linesremoved = 0;
bool removedline;
do
{
// Nothing removed yet
removedline = false;
// Go for all the lines
foreach(Linedef l in lines)
{
// Check if referencing the same vertex twice
if(l.Start == l.End)
{
// Remove this line
while(lines.Remove(l));
l.Dispose();
linesremoved++;
removedline = true;
break;
}
}
}
while(removedline);
// Return result
return linesremoved;
}
/// This joins nearby vertices from two collections. This does NOT join vertices
/// within the same collection, only if they exist in both collections.
/// The vertex from the second collection is moved to match the first vertex.
/// When keepsecond is true, the vertex in the second collection is kept,
/// otherwise the vertex in the first collection is kept.
/// Returns the number of joins made.
public static int JoinVertices(ICollection set1, ICollection set2, bool keepsecond, float joindist)
{
float joindist2 = joindist * joindist;
int joinsdone = 0;
bool joined;
do
{
// No joins yet
joined = false;
// Go for all vertices in the first set
foreach(Vertex v1 in set1)
{
// Go for all vertices in the second set
foreach(Vertex v2 in set2)
{
// Check if vertices are close enough
if(v1.DistanceToSq(v2.Position) <= joindist2)
{
// Check if not the same vertex
if(v1 != v2)
{
// Move the second vertex to match the first
v2.Move(v1.Position);
// Check which one to keep
if(keepsecond)
{
// Join the first into the second
// Second is kept, first is removed
v1.Join(v2);
set1.Remove(v1);
set2.Remove(v1);
}
else
{
// Join the second into the first
// First is kept, second is removed
v2.Join(v1);
set1.Remove(v2);
set2.Remove(v2);
}
// Count the join
joinsdone++;
joined = true;
break;
}
}
}
// Will have to restart when joined
if(joined) break;
}
}
while(joined);
// Return result
return joinsdone;
}
/// This corrects lines that have a back sidedef but no front sidedef by flipping them. Returns the number of flips made.
public static int FlipBackwardLinedefs(ICollection lines)
{
int flipsdone = 0;
// Examine all lines
foreach(Linedef l in lines)
{
// Back side but no front side?
if((l.Back != null) && (l.Front == null))
{
// Flip that linedef!
l.FlipVertices();
l.FlipSidedefs();
flipsdone++;
}
}
// Return result
return flipsdone;
}
/// This splits the given lines with the given vertices. All affected lines
/// will be added to changedlines. Returns the number of splits made
public static int SplitLinesByVertices(ICollection lines, ICollection verts, float splitdist, ICollection changedlines)
{
float splitdist2 = splitdist * splitdist;
int splitsdone = 0;
bool splitted;
do
{
// No split yet
splitted = false;
// Go for all the lines
foreach(Linedef l in lines)
{
// Go for all the vertices
foreach(Vertex v in verts)
{
// Check if v is close enough to l for splitting
if(l.DistanceToSq(v.Position, true) <= splitdist2)
{
// Line is not already referencing v?
Vector2D deltastart = l.Start.Position - v.Position;
Vector2D deltaend = l.End.Position - v.Position;
if(((Math.Abs(deltastart.x) > 0.001f) ||
(Math.Abs(deltastart.y) > 0.001f)) &&
((Math.Abs(deltaend.x) > 0.001f) ||
(Math.Abs(deltaend.y) > 0.001f)))
{
// Split line l with vertex v
Linedef nl = l.Split(v);
// Add the new line to the list
lines.Add(nl);
// Both lines must be updated because their new length
// is relevant for next iterations!
l.UpdateCache();
nl.UpdateCache();
// Add both lines to changedlines
if(changedlines != null)
{
changedlines.Add(l);
changedlines.Add(nl);
}
// Count the split
splitsdone++;
splitted = true;
break;
}
}
}
// Will have to restart when splitted
// TODO: If we make (linked) lists from the collections first,
// we don't have to restart when splitted?
if(splitted) break;
}
}
while(splitted);
// Return result
return splitsdone;
}
/// This finds the side closest to the specified position.
public static Sidedef NearestSidedef(ICollection selection, Vector2D pos)
{
Sidedef closest = null;
float distance = float.MaxValue;
// Go for all sidedefs in selection
foreach(Sidedef sd in selection)
{
// Calculate distance and check if closer than previous find
float d = sd.Line.SafeDistanceToSq(pos, true);
if(d == distance)
{
// Same distance, so only pick the one that is on the right side of the line
float side = sd.Line.SideOfLine(pos);
if(((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront))
{
closest = sd;
distance = d;
}
}
else if(d < distance)
{
// This one is closer
closest = sd;
distance = d;
}
}
// Return result
return closest;
}
/// This finds the line closest to the specified position.
public static Linedef NearestLinedef(ICollection selection, Vector2D pos)
{
Linedef closest = null;
float distance = float.MaxValue;
// Go for all linedefs in selection
foreach(Linedef l in selection)
{
// Calculate distance and check if closer than previous find
float d = l.SafeDistanceToSq(pos, true);
if(d < distance)
{
// This one is closer
closest = l;
distance = d;
}
}
// Return result
return closest;
}
/// This finds the line closest to the specified position.
public static Linedef NearestLinedefRange(ICollection selection, Vector2D pos, float maxrange)
{
Linedef closest = null;
float distance = float.MaxValue;
float maxrangesq = maxrange * maxrange;
float d;
// Go for all linedefs in selection
foreach(Linedef l in selection)
{
// Calculate distance and check if closer than previous find
d = l.SafeDistanceToSq(pos, true);
if((d <= maxrangesq) && (d < distance))
{
// This one is closer
closest = l;
distance = d;
}
}
// Return result
return closest;
}
/// This finds the vertex closest to the specified position.
public static Vertex NearestVertex(ICollection selection, Vector2D pos)
{
Vertex closest = null;
float distance = float.MaxValue;
float d;
// Go for all vertices in selection
foreach(Vertex v in selection)
{
// Calculate distance and check if closer than previous find
d = v.DistanceToSq(pos);
if(d < distance)
{
// This one is closer
closest = v;
distance = d;
}
}
// Return result
return closest;
}
/// This finds the thing closest to the specified position.
public static Thing NearestThing(ICollection selection, Vector2D pos)
{
Thing closest = null;
float distance = float.MaxValue;
float d;
// Go for all things in selection
foreach(Thing t in selection)
{
// Calculate distance and check if closer than previous find
d = t.DistanceToSq(pos);
if(d < distance)
{
// This one is closer
closest = t;
distance = d;
}
}
// Return result
return closest;
}
/// This finds the vertex closest to the specified position.
public static Vertex NearestVertexSquareRange(ICollection selection, Vector2D pos, float maxrange)
{
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
Vertex closest = null;
float distance = float.MaxValue;
float d;
// Go for all vertices in selection
foreach(Vertex v in selection)
{
// Within range?
if((v.Position.x >= range.Left) && (v.Position.x <= range.Right))
{
if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom))
{
// Close than previous find?
d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - pos.y);
if(d < distance)
{
// This one is closer
closest = v;
distance = d;
}
}
}
}
// Return result
return closest;
}
/// This finds the thing closest to the specified position.
public static Thing NearestThingSquareRange(ICollection selection, Vector2D pos, float maxrange)
{
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
Thing closest = null;
float distance = float.MaxValue;
float d;
// Go for all vertices in selection
foreach(Thing t in selection)
{
// Within range?
if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size)))
{
if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size)))
{
// Close than previous find?
d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y);
if(d < distance)
{
// This one is closer
closest = t;
distance = d;
}
}
}
}
// Return result
return closest;
}
#endregion
#region ================== Tools
/// This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.
public void SnapAllToAccuracy()
{
foreach(Vertex v in vertices) v.SnapToAccuracy();
foreach(Thing t in things) t.SnapToAccuracy();
}
/// This returns the next unused tag number.
public int GetNewTag()
{
Dictionary usedtags = new Dictionary();
// Check all sectors
foreach(Sector s in sectors) usedtags[s.Tag] = true;
// Check all lines
foreach(Linedef l in linedefs) usedtags[l.Tag] = true;
// Check all things
foreach(Thing t in things) usedtags[t.Tag] = true;
// Now find the first unused index
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
if(!usedtags.ContainsKey(i)) return i;
// Problem: all tags used!
// Lets ignore this problem for now, who needs 65-thousand tags?!
return 0;
}
/// This makes a list of lines related to marked vertices.
/// A line is unstable when one vertex is marked and the other isn't.
public ICollection LinedefsFromMarkedVertices(bool includeunselected, bool includestable, bool includeunstable)
{
List list = new List((linedefs.Count / 2) + 1);
// Go for all lines
foreach(Linedef l in linedefs)
{
// Check if this is to be included
if((includestable && (l.Start.Marked && l.End.Marked)) ||
(includeunstable && (l.Start.Marked ^ l.End.Marked)) ||
(includeunselected && (!l.Start.Marked && !l.End.Marked)))
{
// Add to list
list.Add(l);
}
}
// Return result
return list;
}
/// This makes a list of unstable lines from the given vertices.
/// A line is unstable when one vertex is selected and the other isn't.
public static ICollection UnstableLinedefsFromVertices(ICollection verts)
{
Dictionary lines = new Dictionary();
// Go for all vertices
foreach(Vertex v in verts)
{
// Go for all lines
foreach(Linedef l in v.Linedefs)
{
// If the line exists in the list
if(lines.ContainsKey(l))
{
// Remove it
lines.Remove(l);
}
// Otherwise add it
else
{
// Add the line
lines.Add(l, l);
}
}
}
// Return result
return new List(lines.Values);
}
/// This finds the line closest to the specified position.
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
/// This finds the line closest to the specified position.
public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
/// This finds the vertex closest to the specified position.
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
/// This finds the vertex closest to the specified position.
public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
/// This finds the thing closest to the specified position.
public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
/// This finds the closest unselected linedef that is not connected to the given vertex.
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
{
Linedef closest = null;
distance = float.MaxValue;
float maxrangesq = maxrange * maxrange;
float d;
// Go for all linedefs in selection
foreach(Linedef l in linedefs)
{
// Calculate distance and check if closer than previous find
d = l.SafeDistanceToSq(pos, true);
if((d <= maxrangesq) && (d < distance))
{
// Check if not selected
// Check if linedef is not connected to v
if((l.Start != v) && (l.End != v))
{
// This one is closer
closest = l;
distance = d;
}
}
}
// Return result
return closest;
}
// This performs sidedefs compression
// Note: Only use this for saving, because this messes up the expected data structure horribly.
internal void CompressSidedefs()
{
Dictionary> storedsides = new Dictionary>(sidedefs.Count);
int originalsidescount = sidedefs.Count;
double starttime = General.Clock.GetCurrentTime();
LinkedListNode sn = sidedefs.First;
while(sn != null)
{
Sidedef stored = null;
LinkedListNode nextsn = sn.Next;
// Check if checksum is stored
bool samesidedef = false;
uint checksum = sn.Value.GetChecksum();
bool checksumstored = storedsides.ContainsKey(checksum);
if(checksumstored)
{
List othersides = storedsides[checksum];
foreach(Sidedef os in othersides)
{
// They must be in the same sector
if(sn.Value.Sector == os.Sector)
{
// Check if sidedefs are really the same
stored = os;
MemoryStream sidemem = new MemoryStream(1024);
SerializerStream sidedata = new SerializerStream(sidemem);
MemoryStream othermem = new MemoryStream(1024);
SerializerStream otherdata = new SerializerStream(othermem);
sn.Value.ReadWrite(sidedata);
os.ReadWrite(otherdata);
if(sidemem.Length == othermem.Length)
{
samesidedef = true;
sidemem.Seek(0, SeekOrigin.Begin);
othermem.Seek(0, SeekOrigin.Begin);
for(int i = 0; i < sidemem.Length; i++)
{
if(sidemem.ReadByte() != othermem.ReadByte())
{
samesidedef = false;
break;
}
}
}
if(samesidedef) break;
}
}
}
// Same sidedef?
if(samesidedef)
{
// Replace with stored sidedef
bool isfront = sn.Value.IsFront;
sn.Value.Line.DetachSidedef(sn.Value);
if(isfront)
sn.Value.Line.AttachFront(stored);
else
sn.Value.Line.AttachBack(stored);
// Remove the sidedef
sn.Value.ChangeSector(null);
sidedefs.Remove(sn);
}
else
{
// Store this new one
if(checksumstored)
{
storedsides[checksum].Add(sn.Value);
}
else
{
List newlist = new List(4);
newlist.Add(sn.Value);
storedsides.Add(checksum, newlist);
}
}
// Next
sn = nextsn;
}
// Output info
double endtime = General.Clock.GetCurrentTime();
double deltatimesec = (endtime - starttime) / 1000.0d;
float ratio = 100.0f - (((float)sidedefs.Count / (float)originalsidescount) * 100.0f);
General.WriteLogLine("Sidedefs compressed: " + sidedefs.Count + " remaining out of " + originalsidescount + " (" + ratio.ToString("########0.00") + "%) in " + deltatimesec.ToString("########0.00") + " seconds");
}
// This converts flags and activations to UDMF fields
internal void TranslateToUDMF()
{
foreach(Linedef l in linedefs) l.TranslateToUDMF();
foreach(Thing t in things) t.TranslateToUDMF();
}
// This converts UDMF fields back into flags and activations
// NOTE: Only converts the marked items
internal void TranslateFromUDMF()
{
foreach(Linedef l in linedefs) if(l.Marked) l.TranslateFromUDMF();
foreach(Thing t in things) if(t.Marked) t.TranslateFromUDMF();
}
/// This removes unused vertices.
public void RemoveUnusedVertices()
{
LinkedListNode vn, vc;
// Go for all vertices
vn = vertices.First;
while(vn != null)
{
vc = vn;
vn = vc.Next;
if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc);
}
}
#endregion
}
}