#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; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class MapSet { #region ================== Constants // Highest tag public const int HIGHEST_TAG = 65534; // Stiching distance 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; // Map structures private LinkedList vertices; private LinkedList linedefs; private LinkedList sidedefs; private LinkedList sectors; private LinkedList things; // Statics private static long emptylongname; private static UniValue virtualsectorvalue; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public ICollection Vertices { get { return vertices; } } public ICollection Linedefs { get { return linedefs; } } public ICollection Sidedefs { get { return sidedefs; } } public ICollection Sectors { get { return sectors; } } public ICollection Things { get { return things; } } public bool IsDisposed { get { return isdisposed; } } public static long EmptyLongName { get { return emptylongname; } } public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } } public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } } #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(); indexholes = new List(); lastsectorindex = 0; // 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; 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 a 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 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 linedef 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 sidedef 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 sector 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 public 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 thing 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 public void AddSectorIndexHole(int index) { indexholes.Add(index); } #endregion #region ================== Updating // This updates all structures if needed public void Update() { // Update all! Update(true, true); } // This updates all structures if needed 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 all structures after a // configuration or settings change public void UpdateConfiguration() { // Update all things foreach(Thing t in things) t.UpdateConfiguration(); } #endregion #region ================== Selection // This clears all selected items public void ClearAllSelected() { ClearSelectedVertices(); ClearSelectedThings(); ClearSelectedLinedefs(); ClearSelectedSectors(); } // This clears selected vertices public void ClearSelectedVertices() { foreach(Vertex v in vertices) v.Selected = false; } // This clears selected things public void ClearSelectedThings() { foreach(Thing t in things) t.Selected = false; } // This clears selected linedefs public void ClearSelectedLinedefs() { foreach(Linedef l in linedefs) l.Selected = false; } // This clears selected sectors public void ClearSelectedSectors() { foreach(Sector s in sectors) s.Selected = false; } // Returns a collection of vertices that match a selected state public ICollection GetSelectedVertices(bool selected) { List list = new List(things.Count >> 1); foreach(Vertex v in vertices) if(v.Selected == selected) list.Add(v); return list; } // Returns a collection of things that match a selected state public ICollection GetSelectedThings(bool selected) { List list = new List(things.Count >> 1); foreach(Thing t in things) if(t.Selected == selected) list.Add(t); return list; } // Returns a collection of linedefs that match a selected state public ICollection GetSelectedLinedefs(bool selected) { List list = new List(linedefs.Count >> 1); foreach(Linedef l in linedefs) if(l.Selected == selected) list.Add(l); return list; } // Returns a collection of sectors that match a selected state public ICollection GetSelectedSectors(bool selected) { List list = new List(sectors.Count >> 1); foreach(Sector s in sectors) if(s.Selected == selected) list.Add(s); return list; } // This selects geometry based on the marking public void SelectMarkedGeometry(bool mark, bool select) { SelectMarkedVertices(mark, select); SelectMarkedLinedefs(mark, select); SelectMarkedSectors(mark, select); SelectMarkedThings(mark, select); } // This selects geometry based on the marking public void SelectMarkedVertices(bool mark, bool select) { foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select; } // This selects geometry based on the marking public void SelectMarkedLinedefs(bool mark, bool select) { foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select; } // This selects geometry based on the marking public void SelectMarkedSectors(bool mark, bool select) { foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select; } // This selects geometry based on the marking public void SelectMarkedThings(bool mark, bool select) { foreach(Thing t in things) if(t.Marked == mark) t.Selected = select; } // This selects geometry by group public void SelectVerticesByGroup(int groupmask) { foreach(SelectableElement e in vertices) e.SelectByGroup(groupmask); } // This selects geometry by group public void SelectLinedefsByGroup(int groupmask) { foreach(SelectableElement e in linedefs) e.SelectByGroup(groupmask); } // This selects geometry by group public void SelectSectorsByGroup(int groupmask) { foreach(SelectableElement e in sectors) e.SelectByGroup(groupmask); } // This selects geometry by group public void SelectThingsByGroup(int groupmask) { foreach(SelectableElement e in things) e.SelectByGroup(groupmask); } // This adds the current selection to a 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 public void ClearAllMarks(bool mark) { ClearMarkedVertices(mark); ClearMarkedThings(mark); ClearMarkedLinedefs(mark); ClearMarkedSectors(mark); ClearMarkedSidedefs(mark); } // This clears marked vertices public void ClearMarkedVertices(bool mark) { foreach(Vertex v in vertices) v.Marked = mark; } // This clears marked things public void ClearMarkedThings(bool mark) { foreach(Thing t in things) t.Marked = mark; } // This clears marked linedefs public void ClearMarkedLinedefs(bool mark) { foreach(Linedef l in linedefs) l.Marked = mark; } // This clears marked sidedefs public void ClearMarkedSidedefs(bool mark) { foreach(Sidedef s in sidedefs) s.Marked = mark; } // This clears marked sectors public void ClearMarkedSectors(bool mark) { foreach(Sector s in sectors) s.Marked = mark; } // This inverts all marks public void InvertAllMarks() { InvertMarkedVertices(); InvertMarkedThings(); InvertMarkedLinedefs(); InvertMarkedSectors(); InvertMarkedSidedefs(); } // This inverts marked vertices public void InvertMarkedVertices() { foreach(Vertex v in vertices) v.Marked = !v.Marked; } // This inverts marked things public void InvertMarkedThings() { foreach(Thing t in things) t.Marked = !t.Marked; } // This inverts marked linedefs public void InvertMarkedLinedefs() { foreach(Linedef l in linedefs) l.Marked = !l.Marked; } // This inverts marked sidedefs public void InvertMarkedSidedefs() { foreach(Sidedef s in sidedefs) s.Marked = !s.Marked; } // This inverts marked 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 creates a marking from selection public void MarkSelectedVertices(bool selected, bool mark) { foreach(Vertex v in vertices) if(v.Selected == selected) v.Marked = mark; } // This creates a marking from selection public void MarkSelectedLinedefs(bool selected, bool mark) { foreach(Linedef l in linedefs) if(l.Selected == selected) l.Marked = mark; } // This creates a marking from selection public void MarkSelectedSectors(bool selected, bool mark) { foreach(Sector s in sectors) if(s.Selected == selected) s.Marked = mark; } // This creates a marking from selection public void MarkSelectedThings(bool selected, bool mark) { foreach(Thing t in things) if(t.Selected == selected) 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 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 ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark); foreach(Linedef l in lines) l.Marked = mark; // Vertices from linedefs 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!) 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 ================== Areas // 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 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 square 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 square 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.Inflate(MapSet.STITCH_DISTANCE * 2.0f, MapSet.STITCH_DISTANCE * 2.0f); // 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 // 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 joins overlapping lines together // 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) { // Merge these two linedefs //while(lines.Remove(l1)); //l1.Join(l2); while(lines.Remove(l2)) ; l2.Join(l1); 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) { // Merge these two linedefs //while(lines.Remove(l1)); //l1.Join(l2); while(lines.Remove(l2)) ; l2.Join(l1); 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) // 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 line closest to the specified position public static Linedef NearestLinedef(ICollection selection, Vector2D pos) { Linedef closest = null; float distance = float.MaxValue; 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 < 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 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() { bool[] usedtags = new bool[HIGHEST_TAG+1]; usedtags.Initialize(); // 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 <= HIGHEST_TAG; i++) if(usedtags[i] == false) return i; // Problem: all tags used! // Lets ignore this problem for now, who needs 65-thousand tags?! return 0; } // This returns the sector with the given index or null when the index is not in use // TODO: Speed this up by keeping sector references with indices in a dictionary? public Sector GetSectorByIndex(int index) { // Go for all sectors foreach(Sector s in sectors) { // Return sector when index matches if(s.Index == index) return s; } // Nothing found return null; } // 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 public void CompressSidedefs() { // TODO: Make this happen } // 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 } }