#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 } }