#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 CodeImp.DoomBuilder.Rendering; using SlimDX; using System.Drawing; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Types; using System.Windows.Forms; using CodeImp.DoomBuilder.GZBuilder.Tools; #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 SidedefFillJob { public Sidedef sidedef; // Moving forward along the sidedef? 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) continue; // 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; float px = foundv.Position.x; //mxd float py = foundv.Position.y; //mxd foreach(Linedef ld in General.Map.Map.Linedefs) { // Line to the right of start point? if((ld.Start.Position.x > px) || (ld.End.Position.x > px)) { // Line intersecting the y axis? if((ld.Start.Position.y >= py && ld.End.Position.y <= py) || (ld.Start.Position.y <= py && ld.End.Position.y >= py)) { //mxd // 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 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; nextline = (lines[0] == nextline ? lines[1] : 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. // Return null when no new sector could be made. public static Sector MakeSector(List alllines, List nearbylines, bool useOverrides) { Sector sourcesector = null; SidedefSettings sourceside = new SidedefSettings(); bool foundsidedefaults = false; if(General.Map.Map.Sectors.Count >= General.Map.FormatInterface.MaxSectors) return null; Sector newsector = General.Map.Map.CreateSector(); if(newsector == null) return null; // 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) { float side = nearest.SideOfLine(testpoint); Sidedef defaultside = (side < 0.0f ? nearest.Front : 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, useOverrides); // Found a source sector? if(sourcesector != null) { // Copy properties from source to new sector sourcesector.CopyPropertiesTo(newsector); //mxd. Apply overrides if(useOverrides) { if (General.Map.Options.OverrideCeilingTexture) newsector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture); if (General.Map.Options.OverrideFloorTexture) newsector.SetFloorTexture(General.Map.Options.DefaultFloorTexture); if (General.Map.Options.OverrideCeilingHeight) newsector.CeilHeight = General.Map.Options.CustomCeilingHeight; if (General.Map.Options.OverrideFloorHeight) newsector.FloorHeight = General.Map.Options.CustomFloorHeight; if (General.Map.Options.OverrideBrightness) newsector.Brightness = General.Map.Options.CustomBrightness; } } 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 bool wassinglesided = (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 == null) return null; if(ls.Line.Front.Sector != newsector) ls.Line.Front.SetSector(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 == null) return null; if(ls.Line.Back.Sector != newsector) ls.Line.Back.SetSector(newsector); ApplyDefaultsToSidedef(ls.Line.Back, sourceside); } // Update line if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(wassinglesided); if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(wassinglesided); // Apply single/double sided flags if the double-sided-ness changed if( (wassinglesided && ((ls.Line.Front != null) && (ls.Line.Back != null))) || (!wassinglesided && ((ls.Line.Front == null) || (ls.Line.Back == null)))) ls.Line.ApplySidedFlags(); } // Return the new sector return newsector; } // This joins a sector with the given lines and sides. Returns null when operation could not be completed. public static Sector JoinSector(List alllines, Sidedef original, bool useOverrides) { 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, useOverrides); // Go for all sides to make sidedefs foreach(LinedefSide ls in alllines) { if(ls.Front) { // Create sidedef if needed if(ls.Line.Front == null) { Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, true, original.Sector); if(sd == null) return null; ApplyDefaultsToSidedef(ls.Line.Front, sourceside); ls.Line.ApplySidedFlags(); // We must remove the (now useless) middle texture on the other side if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(true, true); } // Added 23-9-08, can we do this or will it break things? else if(!original.Sector.IsDisposed) //mxd { // Link to the new sector ls.Line.Front.SetSector(original.Sector); } } else { // Create sidedef if needed if(ls.Line.Back == null) { Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, false, original.Sector); if(sd == null) return null; ApplyDefaultsToSidedef(ls.Line.Back, sourceside); ls.Line.ApplySidedFlags(); // We must remove the (now useless) middle texture on the other side if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(true, true); } // Added 23-9-08, can we do this or will it break things? else if(!original.Sector.IsDisposed) //mxd { // Link to the new sector ls.Line.Back.SetSector(original.Sector); } } } // Return the new sector return original.Sector; } //mxd. This merges sectors, which have less than 3 sides, with surrounding sectors. //Most of the logic is taken from MakeSectorsMode. //Vector2D is sector's center BEFORE sides were removed. //See VerticesMode.DeleteItem() for usage example public static void MergeInvalidSectors(Dictionary toMerge) { foreach(KeyValuePair group in toMerge) { if(!group.Key.IsDisposed && group.Key.Sidedefs.Count > 0 && group.Key.Sidedefs.Count < 3) { group.Key.Dispose(); List sides = Tools.FindPotentialSectorAt(group.Value); if(sides != null) { // Mark the lines we are going to use for this sector General.Map.Map.ClearAllMarks(true); foreach(LinedefSide ls in sides) ls.Line.Marked = false; List oldlines = General.Map.Map.GetMarkedLinedefs(true); // Make the sector Sector s = Tools.MakeSector(sides, oldlines, false); if(s != null) { // Now we go for all the lines along the sector to // see if they only have a back side. In that case we want // to flip the linedef to that it only has a front side. foreach(Sidedef sd in s.Sidedefs) { if((sd.Line.Front == null) && (sd.Line.Back != null)) { // Flip linedef sd.Line.FlipVertices(); sd.Line.FlipSidedefs(); } } General.Map.Data.UpdateUsedTextures(); } } } } } // This takes default settings if not taken yet private static void TakeSidedefDefaults(ref SidedefSettings settings, bool useOverrides) { // Use defaults where no settings could be found if(settings.newtexhigh == null || (useOverrides && General.Map.Options.OverrideWallTexture)) settings.newtexhigh = General.Map.Options.DefaultWallTexture; if(settings.newtexmid == null || (useOverrides && General.Map.Options.OverrideWallTexture)) settings.newtexmid = General.Map.Options.DefaultWallTexture; if(settings.newtexlow == null || (useOverrides && General.Map.Options.OverrideWallTexture)) settings.newtexlow = General.Map.Options.DefaultWallTexture; } // 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.Map.Options.DefaultFloorTexture); s.SetCeilTexture(General.Map.Options.DefaultCeilingTexture); s.FloorHeight = (General.Map.Options.OverrideFloorHeight ? General.Map.Options.CustomFloorHeight : General.Settings.DefaultFloorHeight); s.CeilHeight = (General.Map.Options.OverrideCeilingHeight ? General.Map.Options.CustomCeilingHeight : General.Settings.DefaultCeilingHeight); s.Brightness = (General.Map.Options.OverrideBrightness ? General.Map.Options.CustomBrightness : 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 //mxd public static bool DrawLines(IList points) { return DrawLines(points, false, false); } /// /// 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. Also marks the sectors that were added. /// Returns false when the drawing failed. /// public static bool DrawLines(IList points, bool useOverrides, bool autoAlignTextureOffsets) { 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) { /***************************************************\ Create the drawing \***************************************************/ // Make first vertex Vertex v1 = map.CreateVertex(points[0].pos); if(v1 == null) return false; 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); if(v2 == null) return false; 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); if(ld == null) return false; 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); if(splitvertex == null) return false; 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); if(splitline == null) return false; splitline.ApplySidedFlags(); newlines.Add(splitline); } } // Next v1 = v2; } // Join merge vertices so that overlapping vertices in the draw become one. map.BeginAddRemove(); MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE); map.EndAddRemove(); /***************************************************\ Find a way to close the drawing \***************************************************/ // We prefer a closed polygon, because then we can determine the interior properly // Check if the two ends of the polygon are closed bool splittingonly = false; if(newlines.Count > 0) { Linedef firstline = newlines[0]; Linedef lastline = newlines[newlines.Count - 1]; bool drawingclosed = (firstline.Start == lastline.End); if(!drawingclosed) { // When not closed, we will try to find a path to close it. // But first we check if any of our new lines are inside existing sectors, because // if they are then we are splitting sectors and cannot accurately find a closed path // to close our polygon. In that case, we want to do sector splits only. foreach(Linedef ld in newlines) { Vector2D ldcp = ld.GetCenterPoint(); Linedef nld = MapSet.NearestLinedef(oldlines, ldcp); if(nld != null) { float ldside = nld.SideOfLine(ldcp); if(ldside < 0.0f) { if(nld.Front != null) { splittingonly = true; break; } } else if(ldside > 0.0f) { if(nld.Back != null) { splittingonly = true; break; } } else { // We can't tell, so lets ignore this for now. } } } // Not splitting only? if(!splittingonly) { // First and last vertex stitch with geometry? if(points[0].stitch && points[points.Count - 1].stitch) { List startpoints = new List(); List endpoints = new List(); // Find out where the start will stitch and create test points Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE); Vertex vv1 = null; if(l1 != null) { startpoints.Add(new LinedefSide(l1, true)); startpoints.Add(new LinedefSide(l1, false)); } else { // Not stitched with a linedef, so check if it will stitch with a vertex vv1 = MapSet.NearestVertexSquareRange(nonmergeverts, firstline.Start.Position, MapSet.STITCH_DISTANCE); if((vv1 != null) && (vv1.Linedefs.Count > 0)) { // Now we take the two linedefs with adjacent angles to the drawn line List lines = new List(vv1.Linedefs); lines.Sort(new LinedefAngleSorter(firstline, true, firstline.Start)); startpoints.Add(new LinedefSide(lines[0], true)); startpoints.Add(new LinedefSide(lines[0], false)); lines.Sort(new LinedefAngleSorter(firstline, false, firstline.Start)); startpoints.Add(new LinedefSide(lines[0], true)); startpoints.Add(new LinedefSide(lines[0], false)); } } // Find out where the end will stitch and create test points Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE); Vertex vv2 = null; if(l2 != null) { endpoints.Add(new LinedefSide(l2, true)); endpoints.Add(new LinedefSide(l2, false)); } else { // Not stitched with a linedef, so check if it will stitch with a vertex vv2 = MapSet.NearestVertexSquareRange(nonmergeverts, lastline.End.Position, MapSet.STITCH_DISTANCE); if((vv2 != null) && (vv2.Linedefs.Count > 0)) { // Now we take the two linedefs with adjacent angles to the drawn line List lines = new List(vv2.Linedefs); lines.Sort(new LinedefAngleSorter(firstline, true, lastline.End)); endpoints.Add(new LinedefSide(lines[0], true)); endpoints.Add(new LinedefSide(lines[0], false)); lines.Sort(new LinedefAngleSorter(firstline, false, lastline.End)); endpoints.Add(new LinedefSide(lines[0], true)); endpoints.Add(new LinedefSide(lines[0], false)); } } // Found any start and end points? if((startpoints.Count > 0) && (endpoints.Count > 0)) { List shortestpath = null; // Both stitched to the same line? if((l1 == l2) && (l1 != null)) { // Then just connect the two shortestpath = new List(); shortestpath.Add(new LinedefSide(l1, true)); } // One stitched to a line and the other to a vertex of that line? else if((l1 != null) && (vv2 != null) && ((l1.Start == vv2) || (l1.End == vv2))) { // Then just connect the two shortestpath = new List(); shortestpath.Add(new LinedefSide(l1, true)); } // The other stitched to a line and the first to a vertex of that line? else if((l2 != null) && (vv1 != null) && ((l2.Start == vv1) || (l2.End == vv1))) { // Then just connect the two shortestpath = new List(); shortestpath.Add(new LinedefSide(l2, true)); } else { // Find the shortest, closest path between start and end points foreach(LinedefSide startp in startpoints) { foreach(LinedefSide endp in endpoints) { List p; p = Tools.FindClosestPath(startp.Line, startp.Front, endp.Line, endp.Front, true); if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p; p = Tools.FindClosestPath(endp.Line, endp.Front, startp.Line, startp.Front, true); if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p; } } } // Found a path? if(shortestpath != null) { // Check which direction the path goes in bool pathforward = false; foreach(LinedefSide startp in startpoints) { if(shortestpath[0].Line == startp.Line) { pathforward = true; break; } } // TEST /* General.Map.Renderer2D.StartOverlay(true); foreach(LinedefSide lsd in shortestpath) { General.Map.Renderer2D.RenderLine(lsd.Line.Start.Position, lsd.Line.End.Position, 2, new PixelColor(255, 0, 255, 0), true); } General.Map.Renderer2D.Finish(); General.Map.Renderer2D.Present(); Thread.Sleep(1000); */ // Begin at first vertex in path if(pathforward) v1 = firstline.Start; else 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); if(v2 == null) return false; v2.Marked = true; mergeverts.Add(v2); // Make the line Linedef ld = map.CreateLinedef(v1, v2); if(ld == null) return false; ld.Marked = true; ld.ApplySidedFlags(); ld.UpdateCache(); newlines.Add(ld); // Next v1 = v2; } // Make the final line Linedef lld; if(pathforward) lld = map.CreateLinedef(v1, lastline.End); else lld = map.CreateLinedef(v1, firstline.Start); if(lld == null) return false; // 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); map.BeginAddRemove(); MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null); MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null); map.EndAddRemove(); /***************************************************\ Determine drawing interior \***************************************************/ // In step 3 we will make sectors on the interior sides and join sectors on the // exterior sides, but because the user could have drawn counterclockwise or just // some weird polygon. The following code figures out the interior side of all // new lines. 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.CalculateArea() > 0.001f) && !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 front of the line is inside the polygon ld.FrontInterior = (pathpoly.CalculateArea() < 0.001f) || pathpoly.Intersect(ld.GetSidePoint(true)); } else { ld.FrontInterior = true; } } else { ld.FrontInterior = true; } } else { ld.FrontInterior = true; } } /***************************************************\ Merge the new geometry \***************************************************/ // 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); // Remove any disposed old lines List prevoldlines = oldlines; oldlines = new List(prevoldlines.Count); foreach(Linedef ld in prevoldlines) if(!ld.IsDisposed) oldlines.Add(ld); /***************************************************\ Join and create new sectors \***************************************************/ // The code below atempts to create sectors on the interior sides of the drawn // geometry and joins sectors on the other 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]; // Interior not done yet? if((ld.FrontInterior && !frontsdone[i]) || (!ld.FrontInterior && !backsdone[i])) { // Find a way to create a sector here List sectorlines = Tools.FindPotentialSectorAt(ld, ld.FrontInterior); if(sectorlines != null) { sidescreated = true; // When none of the linedef sides exist yet, this is a true new // sector that will be created out of the void! bool istruenewsector = true; foreach(LinedefSide ls in sectorlines) { if((ls.Front && (ls.Line.Front != null)) || (!ls.Front && (ls.Line.Back != null))) { istruenewsector = false; break; } } // But we don't want to create sectors out of the void when we // decided that we only want to split sectors. if(!istruenewsector || !splittingonly) { // Make the new sector Sector newsector = Tools.MakeSector(sectorlines, oldlines, useOverrides); if(newsector == null) return false; if(istruenewsector) newsector.Marked = true; // 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; } } } } } // Exterior not done yet? if((ld.FrontInterior && !backsdone[i]) || (!ld.FrontInterior && !frontsdone[i])) { // Find a way to create a sector here List sectorlines = Tools.FindPotentialSectorAt(ld, !ld.FrontInterior); if(sectorlines != null) { // Check if any of the surrounding lines originally have sidedefs we can join 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; // We only want to modify our new lines when joining a sector // (or it may break nearby self-referencing sectors) List newsectorlines = new List(sectorlines.Count); foreach(LinedefSide sd in sectorlines) { // Side matches with a side of our new lines? int lineindex = newlines.IndexOf(sd.Line); if(lineindex > -1) { // Add to list newsectorlines.Add(sd); // Mark this side as done if(sd.Front) frontsdone[lineindex] = true; else backsdone[lineindex] = true; } } // Have our new lines join the existing sector if(Tools.JoinSector(newsectorlines, joinsidedef, useOverrides) == null) return false; } } } } /***************************************************\ Corrections and clean up \***************************************************/ // Make corrections for backward linedefs MapSet.FlipBackwardLinedefs(newlines); // 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(); } } //mxd. Auto-align new lines if(autoAlignTextureOffsets && newlines.Count > 1) { float totalLength = 0f; foreach(Linedef l in newlines) totalLength += l.Length; if(General.Map.UDMF) autoAlignTexturesOnSidesUDMF(newlines, totalLength, (newlines[0].End != newlines[1].Start)); else autoAlignTexturesOnSides(newlines, totalLength, (newlines[0].End != newlines[1].Start)); } // Mark new geometry only General.Map.Map.ClearMarkedLinedefs(false); General.Map.Map.ClearMarkedVertices(false); foreach(Vertex v in newverts) v.Marked = true; foreach(Linedef l in newlines) l.Marked = true; } return true; } //mxd private static void autoAlignTexturesOnSides(List lines, float totalLength, bool reversed) { float curLength = 0f; foreach(Linedef l in lines) { if(l.Front != null) { ImageData texture = null; if(l.Front.MiddleRequired() && l.Front.MiddleTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.MiddleTexture)) { texture = General.Map.Data.GetFlatImage(l.Front.MiddleTexture); } else if(l.Front.HighRequired() && l.Front.HighTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.HighTexture)) { texture = General.Map.Data.GetFlatImage(l.Front.HighTexture); } else if(l.Front.LowRequired() && l.Front.LowTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.LowTexture)) { texture = General.Map.Data.GetFlatImage(l.Front.LowTexture); } if(texture != null) l.Front.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; } if(l.Back != null) { ImageData texture = null; if(l.Back.MiddleRequired() && l.Back.MiddleTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.MiddleTexture)) { texture = General.Map.Data.GetFlatImage(l.Back.MiddleTexture); } else if(l.Back.HighRequired() && l.Back.HighTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.HighTexture)) { texture = General.Map.Data.GetFlatImage(l.Back.HighTexture); } else if(l.Back.LowRequired() && l.Back.LowTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.LowTexture)) { texture = General.Map.Data.GetFlatImage(l.Back.LowTexture); } if(texture != null) l.Back.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; } curLength += l.Length; } } //mxd private static void autoAlignTexturesOnSidesUDMF(List lines, float totalLength, bool reversed) { float curLength = 0f; foreach(Linedef l in lines) { if(l.Front != null) { if(l.Front.MiddleRequired() && l.Front.MiddleTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.MiddleTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Front.MiddleTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Front.Fields, "offsetx_mid", offset); } if(l.Front.HighRequired() && l.Front.HighTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.HighTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Front.HighTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Front.Fields, "offsetx_top", offset); } if(l.Front.LowRequired() && l.Front.LowTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Front.LowTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Front.LowTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Front.Fields, "offsetx_bottom", offset); } } if(l.Back != null) { if(l.Back.MiddleRequired() && l.Back.MiddleTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.MiddleTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Back.MiddleTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Back.Fields, "offsetx_mid", offset); } if(l.Back.HighRequired() && l.Back.HighTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.HighTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Back.HighTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Back.Fields, "offsetx_top", offset); } if(l.Back.LowRequired() && l.Back.LowTexture.Length > 1 && General.Map.Data.GetFlatExists(l.Back.LowTexture)) { ImageData texture = General.Map.Data.GetFlatImage(l.Back.LowTexture); float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width; if(offset > 0) UDMFTools.SetFloat(l.Back.Fields, "offsetx_bottom", offset); } } curLength += l.Length; } } #endregion #region ================== Flat Floodfill // This performs flat floodfill over sector floors or ceilings that match with the same flat // NOTE: This method uses the sectors marking to indicate which sides have been filled // When resetsectormarks is set to true, all sectors will first be marked false (not aligned). // Setting resetsectormarks to false is usefull to fill only within a specific selection // (set the marked property to true for the sectors outside the selection) public static void FloodfillFlats(Sector start, bool fillceilings, long originalflat, ImageData fillflat, bool resetsectormarks) { Stack todo = new Stack(50); // Mark all sectors false (they will be marked true when the flat is modified) if(resetsectormarks) General.Map.Map.ClearMarkedSectors(false); // Begin with first sector if(((start.LongFloorTexture == originalflat) && !fillceilings) || ((start.LongCeilTexture == originalflat) && fillceilings)) { todo.Push(start); } // Continue until nothing more to align while(todo.Count > 0) { // Get the sector to do Sector s = todo.Pop(); // Apply new flat if(fillceilings) s.SetCeilTexture(fillflat.Name); else s.SetFloorTexture(fillflat.Name); s.Marked = true; // Go for all sidedefs to add neighbouring sectors foreach(Sidedef sd in s.Sidedefs) { // Sector on the other side of the line that we haven't checked yet? if((sd.Other != null) && !sd.Other.Sector.Marked) { Sector os = sd.Other.Sector; // Check if texture matches if(((os.LongFloorTexture == originalflat) && !fillceilings) || ((os.LongCeilTexture == originalflat) && fillceilings)) { todo.Push(os); } } } } } #endregion #region ================== Texture Floodfill // This performs texture floodfill along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been filled // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to fill only within a specific selection // (set the marked property to true for the sidedefs outside the selection) public static void FloodfillTextures(Sidedef start, long originaltexture, ImageData filltexture, 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 if(SidedefTextureMatch(start, originaltexture)) { SidedefFillJob first = new SidedefFillJob(); first.sidedef = start; first.forward = true; todo.Push(first); } // Continue until nothing more to align while(todo.Count > 0) { // Get the align job to do SidedefFillJob j = todo.Pop(); // Apply texturing if(j.sidedef.HighRequired() && j.sidedef.LongHighTexture == originaltexture) j.sidedef.SetTextureHigh(filltexture.Name); if((((j.sidedef.MiddleTexture.Length > 0) && (j.sidedef.MiddleTexture != "-")) || j.sidedef.MiddleRequired()) && (j.sidedef.LongMiddleTexture == originaltexture)) j.sidedef.SetTextureMid(filltexture.Name); if(j.sidedef.LowRequired() && j.sidedef.LongLowTexture == originaltexture) j.sidedef.SetTextureLow(filltexture.Name); j.sidedef.Marked = true; if(j.forward) { Vertex v; // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForFloodfill(todo, v, true, originaltexture); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForFloodfill(todo, v, false, originaltexture); } else { Vertex v; // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForFloodfill(todo, v, false, originaltexture); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForFloodfill(todo, v, true, originaltexture); } } } // This adds the matching, unmarked sidedefs from a vertex for texture alignment private static void AddSidedefsForFloodfill(Stack stack, Vertex v, bool forward, 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)) { SidedefFillJob nj = new SidedefFillJob(); nj.forward = forward; nj.sidedef = side1; stack.Push(nj); } } else if((ld.End == v) && (side2 != null) && !side2.Marked) { if(SidedefTextureMatch(side2, texturelongname)) { SidedefFillJob nj = new SidedefFillJob(); nj.forward = forward; nj.sidedef = side2; stack.Push(nj); } } } } #endregion #region ================== Texture Alignment // This checks if any of the sidedef texture match the given texture public static bool SidedefTextureMatch(Sidedef sd, long texturelongname) { return ((sd.LongHighTexture == texturelongname) && sd.HighRequired()) || ((sd.LongLowTexture == texturelongname) && sd.LowRequired()) || ((sd.LongMiddleTexture == texturelongname) && (sd.MiddleRequired() || ((sd.MiddleTexture.Length > 0) && (sd.MiddleTexture != "-")))) ; } #endregion #region ================== Tags and Actions /// /// This removes all tags on the marked geometry. /// public static void RemoveMarkedTags() { General.Map.Map.ForAllTags(RemoveTagHandler, true, null); } // This removes tags private static void RemoveTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, object obj) { value = 0; } /// /// This renumbers all tags on the marked geometry. /// public static void RenumberMarkedTags() { Dictionary tagsmap = new Dictionary(); // Collect the tag numbers used in the marked geometry General.Map.Map.ForAllTags(CollectTagNumbersHandler, true, tagsmap); // Get new tags that are unique within unmarked geometry List newtags = General.Map.Map.GetMultipleNewTags(tagsmap.Count, false); // Map the old tags with the new tags int index = 0; List oldkeys = new List(tagsmap.Keys); foreach(int ot in oldkeys) tagsmap[ot] = newtags[index++]; // Now renumber the old tags with the new ones General.Map.Map.ForAllTags(RenumberTagsHandler, true, tagsmap); } // This collects tags in a dictionary private static void CollectTagNumbersHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary tagsmap) { if(value != 0) tagsmap[value] = value; } // This remaps tags from a dictionary private static void RenumberTagsHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary tagsmap) { if(value != 0) value = tagsmap[value]; } /// /// This removes all actions on the marked geometry. /// public static void RemoveMarkedActions() { // Remove actions from things foreach(Thing t in General.Map.Map.Things) { if(t.Marked) { t.Action = 0; for(int i = 0; i < Thing.NUM_ARGS; i++) t.Args[i] = 0; } } // Remove actions from linedefs foreach(Linedef l in General.Map.Map.Linedefs) { if(l.Marked) { l.Action = 0; for(int i = 0; i < Linedef.NUM_ARGS; i++) l.Args[i] = 0; } } } #endregion #region ================== Thing Alignment (mxd) public static bool TryAlignThingToLine(Thing t, Linedef l) { if(l.Back == null) { if(canAlignThingTo(t, l.Front.Sector)){ alignThingToLine(t, l, true); return true; } return false; } if(l.Front == null ) { if(canAlignThingTo(t, l.Back.Sector)) { alignThingToLine(t, l, false); return true; } return false; } float side = l.SideOfLine(t.Position); if(side == 0) { //already on line t.Rotate(General.ClampAngle(180 + l.AngleDeg)); return true; } if(side < 0) { //thing is on front side of the line //got any walls to align to? if(canAlignThingTo(t, l.Front.Sector, l.Back.Sector)) { alignThingToLine(t, l, true); return true; } return false; } //thing is on back side of the line //got any walls to align to? if(canAlignThingTo(t, l.Back.Sector, l.Front.Sector)) { alignThingToLine(t, l, false); return true; } return false; } //checks if there's a wall at appropriate height to align thing to private static bool canAlignThingTo(Thing t, Sector front, Sector back) { ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type); int absz = GetThingAbsoluteZ(t, ti); int height = ti.Height == 0 ? 1 : (int)ti.Height; Rectangle thing = new Rectangle(0, ti.Hangs ? absz - height : absz, 1, height); if(front.FloorHeight < back.FloorHeight) { Rectangle lower = new Rectangle(0, front.FloorHeight, 1, back.FloorHeight - front.FloorHeight); if(thing.IntersectsWith(lower)) return true; } if(front.CeilHeight > back.CeilHeight) { Rectangle upper = new Rectangle(0, back.CeilHeight, 1, front.CeilHeight - back.CeilHeight); if(thing.IntersectsWith(upper)) return true; } return false; } //checks if there's a wall at appropriate height to align thing to private static bool canAlignThingTo(Thing t, Sector sector) { ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type); int absz = GetThingAbsoluteZ(t, ti); Rectangle thing = new Rectangle(0, absz, 1, ti.Height == 0 ? 1 : (int)ti.Height); Rectangle middle = new Rectangle(0, sector.FloorHeight, 1, sector.CeilHeight - sector.FloorHeight); return thing.IntersectsWith(middle); } //performs thing alignment private static void alignThingToLine(Thing t, Linedef l, bool front) { //get aligned position Vector2D pos = l.NearestOnLine(t.Position); Sector initialSector = t.Sector; //add a small offset so we don't end up moving thing into void if(front) t.Move(new Vector2D(pos.x - (float)Math.Cos(l.Angle), pos.y - (float)Math.Sin(l.Angle))); else t.Move(new Vector2D(pos.x + (float)Math.Cos(l.Angle), pos.y + (float)Math.Sin(l.Angle))); //apply new settings t.SnapToAccuracy(); t.DetermineSector(); t.Rotate(General.ClampAngle(front ? 180 + l.AngleDeg : l.AngleDeg)); //keep thing height constant if(initialSector != t.Sector && General.Map.FormatInterface.HasThingHeight) { ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type); if(ti.AbsoluteZ) return; if(ti.Hangs && initialSector.CeilHeight != t.Sector.CeilHeight) { t.Move(t.Position.x, t.Position.y, t.Position.z - (initialSector.CeilHeight - t.Sector.CeilHeight)); return; } if(initialSector.FloorHeight != t.Sector.FloorHeight) t.Move(t.Position.x, t.Position.y, t.Position.z + (initialSector.FloorHeight - t.Sector.FloorHeight)); } } public static int GetThingAbsoluteZ(Thing t, ThingTypeInfo ti) { int absz = 0; // Determine z info if(ti.AbsoluteZ) { absz = (int)t.Position.z; } else { if(t.Sector != null) { // Hangs from ceiling? if(ti.Hangs) absz = (int)(t.Sector.CeilHeight - t.Position.z - ti.Height); else absz = (int)(t.Sector.FloorHeight + t.Position.z); } else { absz = (int)t.Position.z; } } return absz; } #endregion #region ================== Misc Exported Functions /// /// This performs a Hermite spline interpolation and returns the result position. /// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2). /// public static Vector2D HermiteSpline(Vector2D p1, Vector2D t1, Vector2D p2, Vector2D t2, float u) { return D3DDevice.V2D(Vector2.Hermite(D3DDevice.V2(p1), D3DDevice.V2(t1), D3DDevice.V2(p2), D3DDevice.V2(t2), u)); } /// /// This performs a Hermite spline interpolation and returns the result position. /// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2). /// public static Vector3D HermiteSpline(Vector3D p1, Vector3D t1, Vector3D p2, Vector3D t2, float u) { return D3DDevice.V3D(Vector3.Hermite(D3DDevice.V3(p1), D3DDevice.V3(t1), D3DDevice.V3(p2), D3DDevice.V3(t2), u)); } //mxd public static int GetDropDownWidth(ComboBox cb) { int maxWidth = 0, temp = 0; foreach(var obj in cb.Items) { temp = TextRenderer.MeasureText(obj.ToString(), cb.Font).Width; if(temp > maxWidth) maxWidth = temp; } return maxWidth > 0 ? maxWidth : 1; } #endregion } }