#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; using CodeImp.DoomBuilder.Config; #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"; // Handler for tag fields public delegate void TagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, T obj); #endregion #region ================== Variables // Sector indexing private List indexholes; private int lastsectorindex; // Sidedef indexing for (de)serialization private Sidedef[] sidedefindices; // Map structures private Vertex[] vertices; private Linedef[] linedefs; private Sidedef[] sidedefs; private Sector[] sectors; private Thing[] things; private int numvertices; private int numlinedefs; private int numsidedefs; private int numsectors; private int numthings; // Behavior private int freezearrays; private bool autoremove; // 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 the number of selected sectors. public int SelectedSectorsCount { get { return sel_sectors.Count; } } /// Returns the number of selected linedefs. public int SelectedLinedefsCount { get { return sel_linedefs.Count; } } /// Returns the number of selected vertices. public int SelectedVerticessCount { get { return sel_vertices.Count; } } /// Returns the number of selected things. public int SelectedThingsCount { get { return sel_things.Count; } } /// Returns a reference to the list of all vertices. public ICollection Vertices { get { if(freezearrays == 0) return vertices; else return new MapElementCollection(ref vertices, numvertices); } } /// Returns a reference to the list of all linedefs. public ICollection Linedefs { get { if(freezearrays == 0) return linedefs; else return new MapElementCollection(ref linedefs, numlinedefs); } } /// Returns a reference to the list of all sidedefs. public ICollection Sidedefs { get { if(freezearrays == 0) return sidedefs; else return new MapElementCollection(ref sidedefs, numsidedefs); } } /// Returns a reference to the list of all sectors. public ICollection Sectors { get { if(freezearrays == 0) return sectors; else return new MapElementCollection(ref sectors, numsectors); } } /// Returns a reference to the list of all things. public ICollection Things { get { if(freezearrays == 0) return things; else return new MapElementCollection(ref things, numthings); } } /// 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; } } internal bool AutoRemove { get { return autoremove; } set { autoremove = value; } } #endregion #region ================== Constructor / Disposer // Constructor for new empty map internal MapSet() { // Initialize vertices = new Vertex[0]; linedefs = new Linedef[0]; sidedefs = new Sidedef[0]; sectors = new Sector[0]; things = new Thing[0]; sel_vertices = new LinkedList(); sel_linedefs = new LinkedList(); sel_sectors = new LinkedList(); sel_things = new LinkedList(); indexholes = new List(); lastsectorindex = 0; autoremove = true; // We have no destructor GC.SuppressFinalize(this); } // Constructor for map to deserialize internal MapSet(MemoryStream stream) { // Initialize vertices = new Vertex[0]; linedefs = new Linedef[0]; sidedefs = new Sidedef[0]; sectors = new Sector[0]; things = new Thing[0]; sel_vertices = new LinkedList(); sel_linedefs = new LinkedList(); sel_sectors = new LinkedList(); sel_things = new LinkedList(); indexholes = new List(); lastsectorindex = 0; autoremove = true; // 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; BeginAddRemove(); // Dispose all things while((things.Length > 0) && (things[0] != null)) things[0].Dispose(); // Dispose all sectors while((sectors.Length > 0) && (sectors[0] != null)) sectors[0].Dispose(); // Dispose all sidedefs while((sidedefs.Length > 0) && (sidedefs[0] != null)) sidedefs[0].Dispose(); // Dispose all linedefs while((linedefs.Length > 0) && (linedefs[0] != null)) linedefs[0].Dispose(); // Dispose all vertices while((vertices.Length > 0) && (vertices[0] != null)) vertices[0].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 begins large add/remove operations public void BeginAddRemove() { freezearrays++; } // This allocates the arrays to a minimum size so that // a lot of items can be created faster. This function will never // allocate less than the current number of items. public void SetCapacity(int nvertices, int nlinedefs, int nsidedefs, int nsectors, int nthings) { if(freezearrays == 0) throw new Exception("You must call BeginAddRemove before setting the reserved capacity."); if(numvertices < nvertices) Array.Resize(ref vertices, nvertices); if(numlinedefs < nlinedefs) Array.Resize(ref linedefs, nlinedefs); if(numsidedefs < nsidedefs) Array.Resize(ref sidedefs, nsidedefs); if(numsectors < nsectors) Array.Resize(ref sectors, nsectors); if(numthings < nthings) Array.Resize(ref things, nthings); } // This ends add/remove operations and crops the arrays public void EndAddRemove() { if(freezearrays > 0) freezearrays--; if(freezearrays == 0) { if(numvertices < vertices.Length) Array.Resize(ref vertices, numvertices); if(numlinedefs < linedefs.Length) Array.Resize(ref linedefs, numlinedefs); if(numsidedefs < sidedefs.Length) Array.Resize(ref sidedefs, numsidedefs); if(numsectors < sectors.Length) Array.Resize(ref sectors, numsectors); if(numthings < things.Length) Array.Resize(ref things, numthings); } } /// /// 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(); newset.BeginAddRemove(); newset.SetCapacity(numvertices, numlinedefs, numsidedefs, numsectors, numthings); // 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 newset.EndAddRemove(); 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(); newset.BeginAddRemove(); // Get marked geometry ICollection mvertices = GetMarkedVertices(true); ICollection mlinedefs = GetMarkedLinedefs(true); ICollection msectors = GetMarkedSectors(true); ICollection mthings = GetMarkedThings(true); newset.SetCapacity(mvertices.Count, mlinedefs.Count, numsidedefs, msectors.Count, mthings.Count); // 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.BeforeFieldsChange(); 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.BeforeFieldsChange(); 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 newset.EndAddRemove(); return newset; } /// This creates a new vertex and returns it. public Vertex CreateVertex(Vector2D pos) { // Make the vertex Vertex v = new Vertex(this, numvertices, pos); AddItem(v, ref vertices, numvertices, ref numvertices); return v; } /// This creates a new vertex and returns it. public Vertex CreateVertex(int index, Vector2D pos) { // Make the vertex Vertex v = new Vertex(this, index, pos); AddItem(v, ref vertices, index, ref numvertices); return v; } /// This creates a new linedef and returns it. public Linedef CreateLinedef(Vertex start, Vertex end) { // Make the linedef Linedef l = new Linedef(this, numlinedefs, start, end); AddItem(l, ref linedefs, numlinedefs, ref numlinedefs); return l; } /// This creates a new linedef and returns it. public Linedef CreateLinedef(int index, Vertex start, Vertex end) { // Make the linedef Linedef l = new Linedef(this, index, start, end); AddItem(l, ref linedefs, index, ref numlinedefs); return l; } /// This creates a new sidedef and returns it. public Sidedef CreateSidedef(Linedef l, bool front, Sector s) { // Make the sidedef Sidedef sd = new Sidedef(this, numsidedefs, l, front, s); AddItem(sd, ref sidedefs, numsidedefs, ref numsidedefs); return sd; } /// This creates a new sidedef and returns it. public Sidedef CreateSidedef(int index, Linedef l, bool front, Sector s) { // Make the sidedef Sidedef sd = new Sidedef(this, index, l, front, s); AddItem(sd, ref sidedefs, index, ref numsidedefs); return sd; } /// This creates a new sector and returns it. public Sector CreateSector() { // Make the sector return CreateSector(numsectors); } /// This creates a new sector and returns it. public Sector CreateSector(int index) { int fixedindex; // Do we have any index holes we can use? if(indexholes.Count > 0) { // Take one of the index holes fixedindex = indexholes[indexholes.Count - 1]; indexholes.RemoveAt(indexholes.Count - 1); } else { // Make a new index fixedindex = lastsectorindex++; } // Make the sector return CreateSectorEx(fixedindex, index); } // This creates a new sector with a specific fixed index private Sector CreateSectorEx(int fixedindex, int index) { // Make the sector Sector s = new Sector(this, index, fixedindex); AddItem(s, ref sectors, index, ref numsectors); return s; } /// This creates a new thing and returns it. public Thing CreateThing() { // Make the thing Thing t = new Thing(this, numthings); AddItem(t, ref things, numthings, ref numthings); return t; } /// This creates a new thing and returns it. public Thing CreateThing(int index) { // Make the thing Thing t = new Thing(this, index); AddItem(t, ref things, index, ref numthings); return t; } // This increases the size of the array to add an item private void AddItem(T item, ref T[] array, int index, ref int counter) where T: MapElement { // Only resize when there are no more free entries if(counter == array.Length) { if(freezearrays == 0) Array.Resize(ref array, counter + 1); else Array.Resize(ref array, counter + 10); } // Move item at the given index if the new item is not added at the end if(index != counter) { array[counter] = array[index]; array[counter].Index = counter; } // Add item array[index] = item; counter++; } // This adds a sector index hole internal void AddSectorIndexHole(int index) { indexholes.Add(index); } private void RemoveItem(ref T[] array, int index, ref int counter) where T: MapElement { if(index == (counter - 1)) { array[index] = null; } else { array[index] = array[counter - 1]; array[index].Index = index; array[counter - 1] = null; } counter--; if(freezearrays == 0) Array.Resize(ref array, counter); } internal void RemoveVertex(int index) { RemoveItem(ref vertices, index, ref numvertices); } internal void RemoveLinedef(int index) { RemoveItem(ref linedefs, index, ref numlinedefs); } internal void RemoveSidedef(int index) { RemoveItem(ref sidedefs, index, ref numsidedefs); } internal void RemoveSector(int index) { RemoveItem(ref sectors, index, ref numsectors); } internal void RemoveThing(int index) { RemoveItem(ref things, index, ref numthings); } #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(numthings); // Go for all things foreach(Thing t in things) { t.ReadWrite(stream); } } // This serializes vertices private void WriteVertices(SerializerStream stream) { stream.wInt(numvertices); // 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(numlinedefs); // 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(numsidedefs); // 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(numsectors); // 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[numsidedefs]; 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(new Vector2D()); array[i].ReadWrite(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]); array[i].ReadWrite(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); Sidedef sd = CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex]); sd.ReadWrite(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(); array[i].ReadWrite(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.Triangulate(); General.Map.CRenderer2D.Surfaces.AllocateBuffers(); foreach(Sector s in sectors) s.CreateSurfaces(); General.Map.CRenderer2D.Surfaces.UnlockBuffers(); } } /// /// 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(numvertices - 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(numthings - 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(numlinedefs - 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(numlinedefs - 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(numsectors - 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(numvertices >> 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(numthings >> 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(numlinedefs >> 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(numsidedefs >> 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(numsectors >> 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(numvertices >> 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(numvertices >> 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(numvertices >> 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. This is an O(1) operation. /// public Vertex GetVertexByIndex(int index) { return index < numvertices ? vertices[index] : null; } /// /// Returns the linedef at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Linedef GetLinedefByIndex(int index) { return index < numlinedefs ? linedefs[index] : null; } /// /// Returns the sidedef at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Sidedef GetSidedefByIndex(int index) { return index < numsidedefs ? sidedefs[index] : null; } /// /// Returns the sector at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Sector GetSectorByIndex(int index) { return index < numsectors ? sectors[index] : null; } /// /// Returns the thing at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Thing GetThingByIndex(int index) { return index < numthings ? things[index] : null; } #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 BeginAddRemove(); stitches += MapSet.JoinVertices(fixedverts, movingverts, true, MapSet.STITCH_DISTANCE); EndAddRemove(); // Update cached values of lines because we need their length/angle Update(true, false); BeginAddRemove(); // 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); EndAddRemove(); 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; int index = 0; // Go for all sectors while(index < numsectors) { // Remove when virtual if(sectors[index].Fields.ContainsKey(VIRTUAL_SECTOR_FIELD)) { sectors[index].Dispose(); count++; } else { index++; } } return count; } /// This removes unused sectors and returns the number of removed sectors. public int RemoveUnusedSectors(bool reportwarnings) { int count = 0; int index = numsectors - 1; // Go for all sectors while(index >= 0) { // Remove when unused if(sectors[index].Sidedefs.Count == 0) { if(reportwarnings) General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed."); sectors[index].Dispose(); count++; } index--; } 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(); ForAllTags(NewTagHandler, false, usedtags); ForAllTags(NewTagHandler, true, usedtags); // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } /// This returns the next unused tag number within the marked geometry. public int GetNewTag(bool marked) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, marked, usedtags); // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } /// This returns the next unused tag number. public List GetMultipleNewTags(int count) { List newtags = new List(count); if(count > 0) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, false, usedtags); ForAllTags(NewTagHandler, true, usedtags); // Find unused tags and add them for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) { if(!usedtags.ContainsKey(i)) { newtags.Add(i); if(newtags.Count == count) break; } } } return newtags; } /// This returns the next unused tag number within the marked geometry. public List GetMultipleNewTags(int count, bool marked) { List newtags = new List(count); if(count > 0) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, marked, usedtags); // Find unused tags and add them for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) { if(!usedtags.ContainsKey(i)) { newtags.Add(i); if(newtags.Count == count) break; } } } return newtags; } // Handler for finding a new tag private void NewTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary usedtags) { usedtags[value] = true; } /// This calls a function for all tag fields in the marked or unmarked geometry. The obj parameter can be anything you wish to pass on to your TagHandler function. public void ForAllTags(TagHandler handler, bool marked, T obj) { // Remove tags from sectors foreach(Sector s in sectors) if(s.Marked == marked) { int tag = s.Tag; handler(s, false, UniversalType.SectorTag, ref tag, obj); if(tag != s.Tag) s.Tag = tag; } // Remove tags from things if(General.Map.FormatInterface.HasThingTag) { foreach(Thing t in things) if(t.Marked == marked) { int tag = t.Tag; handler(t, false, UniversalType.ThingTag, ref tag, obj); if(tag != t.Tag) t.Tag = tag; } } // Remove tags from thing actions if(General.Map.FormatInterface.HasThingAction && General.Map.FormatInterface.HasActionArgs) { foreach(Thing t in things) { if(t.Marked == marked) { LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(t.Action); for(int i = 0; i < Thing.NUM_ARGS; i++) if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type)) { int tag = t.Args[i]; handler(t, true, (UniversalType)(info.Args[i].Type), ref tag, obj); if(tag != t.Args[i]) t.Args[i] = tag; } } } } // Remove tags from linedefs if(General.Map.FormatInterface.HasLinedefTag) { foreach(Linedef l in linedefs) if(l.Marked == marked) { int tag = l.Tag; handler(l, false, UniversalType.LinedefTag, ref tag, obj); if(tag != l.Tag) l.Tag = tag; } } // Remove tags from linedef actions if(General.Map.FormatInterface.HasActionArgs) { foreach(Linedef l in linedefs) { if(l.Marked == marked) { LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(l.Action); for(int i = 0; i < Linedef.NUM_ARGS; i++) if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type)) { int tag = l.Args[i]; handler(l, true, (UniversalType)(info.Args[i].Type), ref tag, obj); if(tag != l.Args[i]) l.Args[i] = tag; } } } } } // This checks if the given action argument type is a tag type private bool CheckIsTagType(int argtype) { return (argtype == (int)UniversalType.LinedefTag) || (argtype == (int)UniversalType.SectorTag) || (argtype == (int)UniversalType.ThingTag); } /// 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((numlinedefs / 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>(numsidedefs); int originalsidescount = numsidedefs; double starttime = General.Clock.GetCurrentTime(); int sn = 0; while(sn < numsidedefs) { Sidedef stored = null; Sidedef snsd = sidedefs[sn]; // Check if checksum is stored bool samesidedef = false; uint checksum = snsd.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(snsd.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); snsd.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 = snsd.IsFront; snsd.Line.DetachSidedefP(snsd); if(isfront) snsd.Line.AttachFront(stored); else snsd.Line.AttachBack(stored); // Remove the sidedef snsd.SetSector(null); RemoveSidedef(sn); } else { // Store this new one if(checksumstored) { storedsides[checksum].Add(snsd); } else { List newlist = new List(4); newlist.Add(snsd); storedsides.Add(checksum, newlist); } // Next sn++; } } // Output info double endtime = General.Clock.GetCurrentTime(); double deltatimesec = (endtime - starttime) / 1000.0d; float ratio = 100.0f - (((float)numsidedefs / (float)originalsidescount) * 100.0f); General.WriteLogLine("Sidedefs compressed: " + numsidedefs + " 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() { // Go for all vertices int index = numvertices - 1; while(index >= 0) { if((vertices[index] != null) && (vertices[index].Linedefs.Count == 0)) vertices[index].Dispose(); else index--; } } #endregion } }