#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; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class Vertex { #region ================== Constants public const int BUFFERVERTICES = 1; public const int RENDERPRIMITIVES = 1; #endregion #region ================== Variables // Map private MapSet map; // List items private LinkedListNode mainlistitem; // Position private Vector2D pos; // References private LinkedList linedefs; // Selections private bool selected; private bool marked; // Cloning private Vertex clone; // Additional fields private SortedList fields; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public MapSet Map { get { return map; } } public ICollection Linedefs { get { return linedefs; } } public Vector2D Position { get { return pos; } } public bool IsDisposed { get { return isdisposed; } } public bool Selected { get { return selected; } set { selected = value; } } public bool Marked { get { return marked; } set { marked = value; } } public Vertex Clone { get { return clone; } set { clone = value; } } public SortedList Fields { get { return fields; } } #endregion #region ================== Constructor / Disposer // Constructor internal Vertex(MapSet map, LinkedListNode listitem, Vector2D pos) { // Initialize this.map = map; this.linedefs = new LinkedList(); this.mainlistitem = listitem; this.pos = pos; // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Already set isdisposed so that changes can be prohibited isdisposed = true; // Remove from main list mainlistitem.List.Remove(mainlistitem); // Dispose the lines that are attached to this vertex // because a linedef cannot exist without 2 vertices. while(linedefs.First != null) linedefs.First.Value.Dispose(); // Clean up linedefs = null; mainlistitem = null; map = null; } } #endregion #region ================== Management // This attaches a linedef and returns the listitem public LinkedListNode AttachLinedef(Linedef l) { return linedefs.AddLast(l); } // This detaches a linedef public void DetachLinedef(LinkedListNode l) { // Not disposing? if(!isdisposed) { // Remove linedef linedefs.Remove(l); // No more linedefs left? if(linedefs.Count == 0) { // This vertex is now useless, dispose it this.Dispose(); } } } #endregion #region ================== Fields // This makes new fields public void MakeFields() { if(fields != null) fields = new SortedList(); } // This makes fields from another list of fields public void MakeFields(SortedList copyfrom) { if(fields != null) fields = new SortedList(); foreach(KeyValuePair f in copyfrom) fields[f.Key] = f.Value; } #endregion #region ================== Methods // This copies all properties to another thing public void CopyPropertiesTo(Vertex v) { // Copy properties v.pos = pos; if(fields != null) v.MakeFields(fields); v.selected = selected; } // This returns the distance from given coordinates public float DistanceToSq(Vector2D p) { return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y); } // This returns the distance from given coordinates public float DistanceTo(Vector2D p) { Vector2D delta = p - pos; return delta.GetLength(); } // This finds the line closest to the specified position public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); } // This moves the vertex public void Move(Vector2D newpos) { // Change position pos = newpos; // Let all lines know they need an update foreach(Linedef l in linedefs) l.NeedUpdate(); } // This snaps the vertex to the map format accuracy public void SnapToAccuracy() { // Round the coordinates Vector2D newpos = new Vector2D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals)); this.Move(newpos); } // This snaps the vertex to the grid public void SnapToGrid() { // Calculate nearest grid coordinates this.Move(General.Map.Grid.SnappedToGrid(pos)); } // This joins another vertex // Which means this vertex is removed and the other is kept! public void Join(Vertex other) { // If either of the two vertices was selected, keep the other selected if(this.selected) other.selected = true; if(this.marked) other.marked = true; // Any linedefs to move? if(linedefs.Count > 0) { // Detach all linedefs and attach them to the other // This will automatically dispose this vertex while(linedefs != null) { // Move the line to the other vertex if(linedefs.First.Value.Start == this) linedefs.First.Value.SetStartVertex(other); else linedefs.First.Value.SetEndVertex(other); } } else { // No lines attached // Dispose manually this.Dispose(); } } #endregion } }