#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 CodeImp.DoomBuilder.Rendering; using SlimDX.Direct3D9; using System.Drawing; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.IO; #endregion namespace CodeImp.DoomBuilder.Geometry { /// /// Tools to work with geometry. /// public static class Tools { #region ================== Structures private struct SidedefSettings { public string newtexhigh; public string newtexmid; public string newtexlow; } private struct SidedefAlignJob { public Sidedef sidedef; public int offsetx; // This is an absolute height in world space. Subtract the // ceiling height to get the correct Y offset. public int offsety; // When this is true, the previous sidedef was on the left of // this one and the texture X offset of this sidedef can be set // directly. When this is false, the length of this sidedef // must be subtracted from the X offset first. public bool forward; } #endregion #region ================== Constants #endregion #region ================== Polygons and Triangles // Point inside the polygon? // See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/ public static bool PointInPolygon(ICollection polygon, Vector2D point) { Vector2D v1 = General.GetByIndex(polygon, polygon.Count - 1); uint c = 0; // Go for all vertices foreach(Vector2D v2 in polygon) { // Determine min/max values float miny = Math.Min(v1.y, v2.y); float maxy = Math.Max(v1.y, v2.y); float maxx = Math.Max(v1.x, v2.x); // Check for intersection if((point.y > miny) && (point.y <= maxy)) { if(point.x <= maxx) { if(v1.y != v2.y) { float xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x; if((v1.x == v2.x) || (point.x <= xint)) c++; } } } // Move to next v1 = v2; } // Inside this polygon? return (c & 0x00000001UL) != 0; } #endregion #region ================== Pathfinding /// /// This finds a potential sector at the given coordinates, /// or returns null when a sector is not possible there. /// public static List FindPotentialSectorAt(Vector2D pos) { // Find the nearest line and determine side, then use the other method to create the sector Linedef l = General.Map.Map.NearestLinedef(pos); return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0)); } /// /// This finds a potential sector starting at the given line and side, /// or returns null when sector is not possible. /// public static List FindPotentialSectorAt(Linedef line, bool front) { List alllines = new List(); // Find the outer lines EarClipPolygon p = FindOuterLines(line, front, alllines); if(p != null) { // Find the inner lines FindInnerLines(p, alllines); return alllines; } else return null; } // This finds the inner lines of the sector and adds them to the sector polygon private static void FindInnerLines(EarClipPolygon p, List alllines) { Vertex foundv; bool vvalid, findmore; Linedef foundline; float foundangle = 0f; bool foundlinefront; RectangleF bbox = p.CreateBBox(); do { findmore = false; // Go for all vertices to find the right-most vertex inside the polygon foundv = null; foreach(Vertex v in General.Map.Map.Vertices) { // Inside the polygon bounding box? if((v.Position.x >= bbox.Left) && (v.Position.x <= bbox.Right) && (v.Position.y >= bbox.Top) && (v.Position.y <= bbox.Bottom)) { // More to the right? if((foundv == null) || (v.Position.x >= foundv.Position.x)) { // Vertex is inside the polygon? if(p.Intersect(v.Position)) { // Vertex has lines attached? if(v.Linedefs.Count > 0) { // Go for all lines to see if the vertex is not of the polygon itsself vvalid = true; foreach(LinedefSide ls in alllines) { if((ls.Line.Start == v) || (ls.Line.End == v)) { vvalid = false; break; } } // Valid vertex? if(vvalid) foundv = v; } } } } } // Found a vertex inside the polygon? if(foundv != null) { // Find the attached linedef with the smallest angle to the right float targetangle = Angle2D.PIHALF; foundline = null; foreach(Linedef l in foundv.Linedefs) { // We need an angle unrelated to line direction, so correct for that float lineangle = l.Angle; if(l.End == foundv) lineangle += Angle2D.PI; // Better result? float deltaangle = Angle2D.Difference(targetangle, lineangle); if((foundline == null) || (deltaangle < foundangle)) { foundline = l; foundangle = deltaangle; } } // We already know that each linedef will go from this vertex // to the left, because this is the right-most vertex in this area. // If the line would go to the right, that means the other vertex of // that line must lie outside this area and the mapper made an error. // Should I check for this error and fail to create a sector in // that case or ignore it and create a malformed sector (possibly // breaking another sector also)? // Find the side at which to start pathfinding Vector2D testpos = new Vector2D(100.0f, 0.0f); foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f); // Find inner path List innerlines = FindClosestPath(foundline, foundlinefront, true); if(innerlines != null) { // Make polygon LinedefTracePath tracepath = new LinedefTracePath(innerlines); EarClipPolygon innerpoly = tracepath.MakePolygon(true); // Check if the front of the line is outside the polygon if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront))) { // Valid hole found! alllines.AddRange(innerlines); p.InsertChild(innerpoly); findmore = true; } } } } // Continue until no more holes found while(findmore); } // This finds the outer lines of the sector as a polygon // Returns null when no valid outer polygon can be found private static EarClipPolygon FindOuterLines(Linedef line, bool front, List alllines) { Linedef scanline = line; bool scanfront = front; do { // Find closest path List pathlines = FindClosestPath(scanline, scanfront, true); if(pathlines != null) { // Make polygon LinedefTracePath tracepath = new LinedefTracePath(pathlines); EarClipPolygon poly = tracepath.MakePolygon(true); // Check if the front of the line is inside the polygon if(poly.Intersect(line.GetSidePoint(front))) { // Outer lines found! alllines.AddRange(pathlines); return poly; } else { // Inner lines found. This is not what we need, we want the outer lines. // Find the right-most vertex to start a scan from there towards the outer lines. Vertex foundv = null; foreach(LinedefSide ls in pathlines) { if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x)) foundv = ls.Line.Start; if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x)) foundv = ls.Line.End; } // If foundv is null then something is horribly wrong with the // path we received from FindClosestPath! if(foundv == null) throw new Exception("FAIL!"); // From the right-most vertex trace outward to the right to // find the next closest linedef, this is based on the idea that // all sectors are closed. Vector2D lineoffset = new Vector2D(100.0f, 0.0f); Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset); scanline = null; float foundu = float.MaxValue; foreach(Linedef ld in General.Map.Map.Linedefs) { // Line to the right of start point? if((ld.Start.Position.x > foundv.Position.x) || (ld.End.Position.x > foundv.Position.x)) { // Line intersecting the y axis? if( !((ld.Start.Position.y > foundv.Position.y) && (ld.End.Position.y > foundv.Position.y)) && !((ld.Start.Position.y < foundv.Position.y) && (ld.End.Position.y < foundv.Position.y))) { // Check if this linedef intersects our test line at a closer range float thisu; ld.Line.GetIntersection(testline, out thisu); if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu)) { scanline = ld; foundu = thisu; } } } } // Did we meet another line? if(scanline != null) { // Determine on which side we should start the next pathfind scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f); } else { // Appearently we reached the end of the map, no sector possible here return null; } } } else { // Can't find a path return null; } } while(true); } /// /// This finds the closest path from one vertex to another. /// When turnatends is true, the algorithm will continue at the other side of the /// line when a dead end has been reached. Returns null when no path could be found. /// //public static List FindClosestPath(Vertex start, float startangle, Vertex end, bool turnatends) //{ //} /// /// This finds the closest path from the beginning of a line to the end of the line. /// When turnatends is true, the algorithm will continue at the other side of the /// line when a dead end has been reached. Returns null when no path could be found. /// public static List FindClosestPath(Linedef startline, bool startfront, bool turnatends) { return FindClosestPath(startline, startfront, startline, startfront, turnatends); } /// /// This finds the closest path from the beginning of a line to the end of the line. /// When turnatends is true, the algorithm will continue at the other side of the /// line when a dead end has been reached. Returns null when no path could be found. /// public static List FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends) { List path = new List(); Dictionary tracecount = new Dictionary(); Linedef nextline = startline; bool nextfront = startfront; do { // Add line to path path.Add(new LinedefSide(nextline, nextfront)); if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++; // Determine next vertex to use Vertex v = nextfront ? nextline.End : nextline.Start; // Get list of linedefs and sort by angle List lines = new List(v.Linedefs); LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v); lines.Sort(sorter); // Source line is the only one? if(lines.Count == 1) { // Are we allowed to trace along this line again? if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))) { // Turn around and go back along the other side of the line nextfront = !nextfront; } else { // No more lines, trace ends here path = null; } } else { // Trace along the next line Linedef prevline = nextline; if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0]; // Are we allowed to trace this line again? if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)) { // Check if front side changes if((prevline.Start == nextline.Start) || (prevline.End == nextline.End)) nextfront = !nextfront; } else { // No more lines, trace ends here path = null; } } } // Continue as long as we have not reached the start yet // or we have no next line to trace while((path != null) && ((nextline != endline) || (nextfront != endfront))); // If start and front are not the same, add the end to the list also if((path != null) && ((startline != endline) || (startfront != endfront))) path.Add(new LinedefSide(endline, endfront)); // Return path (null when trace failed) return path; } #endregion #region ================== Sector Making // This makes the sector from the given lines and sides // If nearbylines is not null, then this method will find the default // properties from the nearest line in this collection when the // default properties can't be found in the alllines collection. public static Sector MakeSector(List alllines, List nearbylines) { Sector newsector = General.Map.Map.CreateSector(); Sector sourcesector = null; SidedefSettings sourceside = new SidedefSettings(); bool removeuselessmiddle; bool foundsidedefaults = false; // Check if any of the sides already has a sidedef // Then we use information from that sidedef to make the others foreach(LinedefSide ls in alllines) { if(ls.Front) { if(ls.Line.Front != null) { // Copy sidedef information if not already found if(sourcesector == null) sourcesector = ls.Line.Front.Sector; TakeSidedefSettings(ref sourceside, ls.Line.Front); foundsidedefaults = true; break; } } else { if(ls.Line.Back != null) { // Copy sidedef information if not already found if(sourcesector == null) sourcesector = ls.Line.Back.Sector; TakeSidedefSettings(ref sourceside, ls.Line.Back); foundsidedefaults = true; break; } } } // Now do the same for the other sides // Note how information is only copied when not already found // so this won't override information from the sides searched above foreach(LinedefSide ls in alllines) { if(ls.Front) { if(ls.Line.Back != null) { // Copy sidedef information if not already found if(sourcesector == null) sourcesector = ls.Line.Back.Sector; TakeSidedefSettings(ref sourceside, ls.Line.Back); foundsidedefaults = true; break; } } else { if(ls.Line.Front != null) { // Copy sidedef information if not already found if(sourcesector == null) sourcesector = ls.Line.Front.Sector; TakeSidedefSettings(ref sourceside, ls.Line.Front); foundsidedefaults = true; break; } } } // Use default settings from neares linedef, if settings have been found yet if( (nearbylines != null) && (alllines.Count > 0) && (!foundsidedefaults || (sourcesector == null)) ) { Vector2D testpoint = alllines[0].Line.GetSidePoint(alllines[0].Front); Linedef nearest = MapSet.NearestLinedef(nearbylines, testpoint); if(nearest != null) { Sidedef defaultside; float side = nearest.SideOfLine(testpoint); if(side < 0.0f) defaultside = nearest.Front; else defaultside = nearest.Back; if(defaultside != null) { if(sourcesector == null) sourcesector = defaultside.Sector; TakeSidedefSettings(ref sourceside, defaultside); } } } // Use defaults where no settings could be found TakeSidedefDefaults(ref sourceside); // Found a source sector? if(sourcesector != null) { // Copy properties from source to new sector sourcesector.CopyPropertiesTo(newsector); } else { // No source sector, apply default sector properties ApplyDefaultsToSector(newsector); } // Go for all sides to make sidedefs foreach(LinedefSide ls in alllines) { // We may only remove a useless middle texture when // the line was previously singlesided removeuselessmiddle = (ls.Line.Back == null) || (ls.Line.Front == null); if(ls.Front) { // Create sidedef is needed and ensure it points to the new sector if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector); if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector); ApplyDefaultsToSidedef(ls.Line.Front, sourceside); } else { // Create sidedef is needed and ensure it points to the new sector if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector); if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector); ApplyDefaultsToSidedef(ls.Line.Back, sourceside); } // Update line if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(removeuselessmiddle); if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(removeuselessmiddle); ls.Line.ApplySidedFlags(); } // Return the new sector return newsector; } // This joins a sector with the given lines and sides public static Sector JoinSector(List alllines, Sidedef original) { SidedefSettings sourceside = new SidedefSettings(); // Take settings fro mthe original side TakeSidedefSettings(ref sourceside, original); // Use defaults where no settings could be found TakeSidedefDefaults(ref sourceside); // Go for all sides to make sidedefs foreach(LinedefSide ls in alllines) { if(ls.Front) { // Create sidedef if needed if(ls.Line.Front == null) { General.Map.Map.CreateSidedef(ls.Line, true, original.Sector); ApplyDefaultsToSidedef(ls.Line.Front, sourceside); } // Added 23-9-08, can we do this or will it break things? else { // Link to the new sector ls.Line.Front.ChangeSector(original.Sector); } } else { // Create sidedef if needed if(ls.Line.Back == null) { General.Map.Map.CreateSidedef(ls.Line, false, original.Sector); ApplyDefaultsToSidedef(ls.Line.Back, sourceside); } // Added 23-9-08, can we do this or will it break things? else { // Link to the new sector ls.Line.Back.ChangeSector(original.Sector); } } // Update line ls.Line.ApplySidedFlags(); } // Return the new sector return original.Sector; } // This takes default settings if not taken yet private static void TakeSidedefDefaults(ref SidedefSettings settings) { // Use defaults where no settings could be found if(settings.newtexhigh == null) settings.newtexhigh = General.Settings.DefaultTexture; if(settings.newtexmid == null) settings.newtexmid = General.Settings.DefaultTexture; if(settings.newtexlow == null) settings.newtexlow = General.Settings.DefaultTexture; } // This takes sidedef settings if not taken yet private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side) { if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null)) settings.newtexhigh = side.HighTexture; if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null)) settings.newtexmid = side.MiddleTexture; if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null)) settings.newtexlow = side.LowTexture; } // This applies defaults to a sidedef private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults) { if(sd.HighRequired() && sd.HighTexture.StartsWith("-")) sd.SetTextureHigh(defaults.newtexhigh); if(sd.MiddleRequired() && sd.MiddleTexture.StartsWith("-")) sd.SetTextureMid(defaults.newtexmid); if(sd.LowRequired() && sd.LowTexture.StartsWith("-")) sd.SetTextureLow(defaults.newtexlow); } // This applies defaults to a sector private static void ApplyDefaultsToSector(Sector s) { s.SetFloorTexture(General.Settings.DefaultFloorTexture); s.SetCeilTexture(General.Settings.DefaultCeilingTexture); s.FloorHeight = General.Settings.DefaultFloorHeight; s.CeilHeight = General.Settings.DefaultCeilingHeight; s.Brightness = General.Settings.DefaultBrightness; } #endregion #region ================== Sector Labels // This finds the ideal label positions for a sector public static List FindLabelPositions(Sector s) { List positions = new List(2); int islandoffset = 0; // Do we have a triangulation? Triangulation triangles = s.Triangles; if(triangles != null) { // Go for all islands for(int i = 0; i < triangles.IslandVertices.Count; i++) { Dictionary sides = new Dictionary(triangles.IslandVertices[i] >> 1); List candidatepositions = new List(triangles.IslandVertices[i] >> 1); float founddistance = float.MinValue; Vector2D foundposition = new Vector2D(); float minx = float.MaxValue; float miny = float.MaxValue; float maxx = float.MinValue; float maxy = float.MinValue; // Make candidate lines that are not along sidedefs // We do this before testing the candidate against the sidedefs so that // we can collect the relevant sidedefs first in the same run for(int t = 0; t < triangles.IslandVertices[i]; t += 3) { int triangleoffset = islandoffset + t; Vector2D v1 = triangles.Vertices[triangleoffset + 2]; Sidedef sd = triangles.Sidedefs[triangleoffset + 2]; for(int v = 0; v < 3; v++) { Vector2D v2 = triangles.Vertices[triangleoffset + v]; // Not along a sidedef? Then this line is across the sector // and guaranteed to be inside the sector! if(sd == null) { // Make the line candidatepositions.Add(v1 + (v2 - v1) * 0.5f); } else { // This sidedefs is part of this island and must be checked // so add it to the dictionary sides[sd] = sd.Line; } // Make bbox of this island minx = Math.Min(minx, v1.x); miny = Math.Min(miny, v1.y); maxx = Math.Max(maxx, v1.x); maxy = Math.Max(maxy, v1.y); // Next sd = triangles.Sidedefs[triangleoffset + v]; v1 = v2; } } // Any candidate lines found at all? if(candidatepositions.Count > 0) { // Start with the first line foreach(Vector2D candidatepos in candidatepositions) { // Check distance against other lines float smallestdist = int.MaxValue; foreach(KeyValuePair sd in sides) { // Check the distance float distance = sd.Value.DistanceToSq(candidatepos, true); smallestdist = Math.Min(smallestdist, distance); } // Keep this candidate if it is better than previous if(smallestdist > founddistance) { foundposition = candidatepos; founddistance = smallestdist; } } // No cceptable line found, just use the first! positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance))); } else { // No candidate lines found. // Check to see if the island is a triangle if(triangles.IslandVertices[i] == 3) { // Use the center of the triangle // TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f; float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false); d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false)); d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false)); positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d))); } else { // Use the center of this island. float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f); positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d)); } } // Done with this island islandoffset += triangles.IslandVertices[i]; } } else { // No triangulation was made. FAIL! General.Fail("No triangulation exists for sector " + s + " Triangulation is required to create label positions for a sector."); } // Done return positions; } #endregion #region ================== Drawing /// /// This draws lines with the given points. Note that this tool removes any existing geometry /// marks and marks the new lines and vertices when done. /// public static void DrawLines(IList points) { List newverts = new List(); List intersectverts = new List(); List newlines = new List(); List oldlines = new List(General.Map.Map.Linedefs); List insidesides = new List(); List mergeverts = new List(); List nonmergeverts = new List(General.Map.Map.Vertices); MapSet map = General.Map.Map; General.Map.Map.ClearAllMarks(false); // Any points to do? if(points.Count > 0) { /***************************************************\ STEP 1: Create the new geometry \***************************************************/ // Make first vertex Vertex v1 = map.CreateVertex(points[0].pos); v1.Marked = true; // Keep references newverts.Add(v1); if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1); // Go for all other points for(int i = 1; i < points.Count; i++) { // Create vertex for point Vertex v2 = map.CreateVertex(points[i].pos); v2.Marked = true; // Keep references newverts.Add(v2); if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2); // Create line between point and previous Linedef ld = map.CreateLinedef(v1, v2); ld.Marked = true; ld.ApplySidedFlags(); ld.UpdateCache(); newlines.Add(ld); // Should we split this line to merge with intersecting lines? if(points[i - 1].stitchline && points[i].stitchline) { // Check if any other lines intersect this line List intersections = new List(); Line2D measureline = ld.Line; foreach(Linedef ld2 in map.Linedefs) { // Intersecting? // We only keep the unit length from the start of the line and // do the real splitting later, when all intersections are known float u; if(ld2.Line.GetIntersection(measureline, out u)) { if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld)) intersections.Add(u); } } // Sort the intersections intersections.Sort(); // Go for all found intersections Linedef splitline = ld; foreach(float u in intersections) { // Calculate exact coordinates where to split // We use measureline for this, because the original line // may already have changed in length due to a previous split Vector2D splitpoint = measureline.GetCoordinatesAt(u); // Make the vertex Vertex splitvertex = map.CreateVertex(splitpoint); splitvertex.Marked = true; newverts.Add(splitvertex); mergeverts.Add(splitvertex); // <-- add to merge? intersectverts.Add(splitvertex); // The Split method ties the end of the original line to the given // vertex and starts a new line at the given vertex, so continue // splitting with the new line, because the intersections are sorted // from low to high (beginning at the original line start) splitline = splitline.Split(splitvertex); splitline.ApplySidedFlags(); newlines.Add(splitline); } } // Next v1 = v2; } // Join merge vertices so that overlapping vertices in the draw become one. MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE); // We prefer a closed polygon, because then we can determine the interior properly // Check if the two ends of the polygon are closed bool drawingclosed = false; if(newlines.Count > 0) { // When not closed, we will try to find a path to close it Linedef firstline = newlines[0]; Linedef lastline = newlines[newlines.Count - 1]; drawingclosed = (firstline.Start == lastline.End); if(!drawingclosed) { // First and last vertex stitch with geometry? if(points[0].stitch && points[points.Count - 1].stitch) { // Find out where they will stitch Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE); Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE); if((l1 != null) && (l2 != null)) { List shortestpath = null; // Same line? if(l1 == l2) { // Then just connect the two shortestpath = new List(); shortestpath.Add(new LinedefSide(l1, true)); } else { // Find the shortest, closest path between these lines List> paths = new List>(8); paths.Add(Tools.FindClosestPath(l1, true, l2, true, true)); paths.Add(Tools.FindClosestPath(l1, true, l2, false, true)); paths.Add(Tools.FindClosestPath(l1, false, l2, true, true)); paths.Add(Tools.FindClosestPath(l1, false, l2, false, true)); paths.Add(Tools.FindClosestPath(l2, true, l1, true, true)); paths.Add(Tools.FindClosestPath(l2, true, l1, false, true)); paths.Add(Tools.FindClosestPath(l2, false, l1, true, true)); paths.Add(Tools.FindClosestPath(l2, false, l1, false, true)); foreach(List p in paths) if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p; } // Found a path? if(shortestpath != null) { // Check which direction the path goes in if(shortestpath[0].Line == l1) { // Begin at start v1 = firstline.Start; } else { // Begin at end v1 = lastline.End; } // Go for all vertices in the path to make additional lines for(int i = 1; i < shortestpath.Count; i++) { // Get the next position Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position; // Make the new vertex Vertex v2 = map.CreateVertex(v2pos); v2.Marked = true; mergeverts.Add(v2); // Make the line Linedef ld = map.CreateLinedef(v1, v2); ld.Marked = true; ld.ApplySidedFlags(); ld.UpdateCache(); newlines.Add(ld); // Next v1 = v2; } // Make the final line Linedef lld; // Check which direction the path goes in if(shortestpath[0].Line == l1) { // Path stops at end lld = map.CreateLinedef(v1, lastline.End); } else { // Path stops at begin lld = map.CreateLinedef(v1, firstline.Start); } // Setup line lld.Marked = true; lld.ApplySidedFlags(); lld.UpdateCache(); newlines.Add(lld); // Drawing is now closed drawingclosed = true; // Join merge vertices so that overlapping vertices in the draw become one. MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE); } } } } } // Merge intersetion vertices with the new lines. This completes the // self intersections for which splits were made above. map.Update(true, false); MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null); MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null); /***************************************************\ STEP 2: Merge the new geometry \***************************************************/ // In step 3 we will make sectors on the front sides and join sectors on the // back sides, but because the user could have drawn counterclockwise or just // some weird polygon this could result in problems. The following code adjusts // the direction of all new lines so that their front (right) side is facing // the interior of the new drawn polygon. map.Update(true, false); foreach(Linedef ld in newlines) { // Find closest path starting with the front of this linedef List pathlines = Tools.FindClosestPath(ld, true, true); if(pathlines != null) { // Make polygon LinedefTracePath tracepath = new LinedefTracePath(pathlines); EarClipPolygon pathpoly = tracepath.MakePolygon(true); // Check if the front of the line is outside the polygon if(!pathpoly.Intersect(ld.GetSidePoint(true))) { // Now trace from the back side of the line to see if // the back side lies in the interior. I don't want to // flip the line if it is not helping. // Find closest path starting with the back of this linedef pathlines = Tools.FindClosestPath(ld, false, true); if(pathlines != null) { // Make polygon tracepath = new LinedefTracePath(pathlines); pathpoly = tracepath.MakePolygon(true); // Check if the back of the line is inside the polygon if(pathpoly.Intersect(ld.GetSidePoint(false))) { // We must flip this linedef to face the interior ld.FlipVertices(); ld.FlipSidedefs(); ld.UpdateCache(); } } } } } // Mark only the vertices that should be merged map.ClearMarkedVertices(false); foreach(Vertex v in mergeverts) v.Marked = true; // Before this point, the new geometry is not linked with the existing geometry. // Now perform standard geometry stitching to merge the new geometry with the rest // of the map. The marked vertices indicate the new geometry. map.StitchGeometry(); map.Update(true, false); // Find our new lines again, because they have been merged with the other geometry // but their Marked property is copied where they have joined. newlines = map.GetMarkedLinedefs(true); /***************************************************\ STEP 3: Join and create new sectors \***************************************************/ // The code below atempts to create sectors on the front sides of the drawn // geometry and joins sectors on the back sides of the drawn geometry. // This code does not change any geometry, it only makes/updates sidedefs. bool sidescreated = false; bool[] frontsdone = new bool[newlines.Count]; bool[] backsdone = new bool[newlines.Count]; for(int i = 0; i < newlines.Count; i++) { Linedef ld = newlines[i]; // Front not marked as done? if(!frontsdone[i]) { // Find a way to create a sector here List sectorlines = Tools.FindPotentialSectorAt(ld, true); if(sectorlines != null) { sidescreated = true; // Make the new sector Sector newsector = Tools.MakeSector(sectorlines, oldlines); // Go for all sidedefs in this new sector foreach(Sidedef sd in newsector.Sidedefs) { // Keep list of sides inside created sectors insidesides.Add(sd); // Side matches with a side of our new lines? int lineindex = newlines.IndexOf(sd.Line); if(lineindex > -1) { // Mark this side as done if(sd.IsFront) frontsdone[lineindex] = true; else backsdone[lineindex] = true; } } } } // Back not marked as done? if(!backsdone[i]) { // Find a way to create a sector here List sectorlines = Tools.FindPotentialSectorAt(ld, false); if(sectorlines != null) { // We don't always want to create a new sector on the back sides // So first check if any of the surrounding lines originally have sidedefs Sidedef joinsidedef = null; foreach(LinedefSide ls in sectorlines) { if(ls.Front && (ls.Line.Front != null)) { joinsidedef = ls.Line.Front; break; } else if(!ls.Front && (ls.Line.Back != null)) { joinsidedef = ls.Line.Back; break; } } // Join? if(joinsidedef != null) { sidescreated = true; // Join the new sector Sector newsector = Tools.JoinSector(sectorlines, joinsidedef); // Go for all sidedefs in this new sector foreach(Sidedef sd in newsector.Sidedefs) { // Side matches with a side of our new lines? int lineindex = newlines.IndexOf(sd.Line); if(lineindex > -1) { // Mark this side as done if(sd.IsFront) frontsdone[lineindex] = true; else backsdone[lineindex] = true; } } } } } } // Make corrections for backward linedefs MapSet.FlipBackwardLinedefs(newlines); // Remove all unneeded textures // Shouldn't this already be done by the // makesector/joinsector functions? foreach(Linedef ld in newlines) { if(ld.Front != null) ld.Front.RemoveUnneededTextures(true); if(ld.Back != null) ld.Back.RemoveUnneededTextures(true); } foreach(Sidedef sd in insidesides) { sd.RemoveUnneededTextures(true); } // Check if any of our new lines have sides if(sidescreated) { // Then remove the lines which have no sides at all for(int i = newlines.Count - 1; i >= 0; i--) { // Remove the line if it has no sides if((newlines[i].Front == null) && (newlines[i].Back == null)) newlines[i].Dispose(); } } // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Mark new geometry only General.Map.Map.ClearAllMarks(false); foreach(Vertex v in newverts) v.Marked = true; foreach(Linedef l in newlines) l.Marked = true; } } #endregion #region ================== Texture Alignment // This performs texture alignment along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been aligned // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to align only within a specific selection // (set the marked property to true for the sidedefs outside the selection) public static void AutoAlignTextures(Sidedef start, long texturelongname, bool alignx, bool aligny, bool resetsidemarks) { Stack todo = new Stack(50); // Mark all sidedefs false (they will be marked true when the texture is aligned) if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false); // Begin with first sidedef SidedefAlignJob first = new SidedefAlignJob(); first.sidedef = start; first.offsetx = start.OffsetX; first.offsety = start.OffsetY + start.Sector.CeilHeight; first.forward = true; todo.Push(first); // Continue until nothing more to align while(todo.Count > 0) { // Get the align job to do SidedefAlignJob j = todo.Pop(); if(j.forward) { Vertex v; // Apply alignment if(alignx) j.sidedef.OffsetX = j.offsetx; if(aligny) j.sidedef.OffsetY = j.offsety - j.sidedef.Sector.CeilHeight; int forwardoffset = j.offsetx + (int)Math.Round(j.sidedef.Line.Length); int backwardoffset = j.offsetx; j.sidedef.Marked = true; // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.offsety, texturelongname); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.offsety, texturelongname); } else { Vertex v; // Apply alignment if(alignx) j.sidedef.OffsetX = j.offsetx - (int)Math.Round(j.sidedef.Line.Length); if(aligny) j.sidedef.OffsetY = j.offsety - j.sidedef.Sector.CeilHeight; int forwardoffset = j.offsetx; int backwardoffset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length); j.sidedef.Marked = true; // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.offsety, texturelongname); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.offsety, texturelongname); } } } // This adds the matching, unmarked sidedefs from a vertex for texture alignment private static void AddSidedefsForAlignment(Stack stack, Vertex v, bool forward, int offsetx, int offsety, long texturelongname) { foreach(Linedef ld in v.Linedefs) { Sidedef side1 = forward ? ld.Front : ld.Back; Sidedef side2 = forward ? ld.Back : ld.Front; if((ld.Start == v) && (side1 != null) && !side1.Marked) { if(SidedefTextureMatch(side1, texturelongname)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.offsety = offsety; nj.sidedef = side1; stack.Push(nj); } } else if((ld.End == v) && (side2 != null) && !side2.Marked) { if(SidedefTextureMatch(side2, texturelongname)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.offsety = offsety; nj.sidedef = side2; stack.Push(nj); } } } } // This checks if any of the sidedef texture match the given texture private static bool SidedefTextureMatch(Sidedef sd, long texturelongname) { return (sd.LongHighTexture == texturelongname) || (sd.LongLowTexture == texturelongname) || (sd.LongMiddleTexture == texturelongname); } #endregion } }