#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.Geometry; using SlimDX.Direct3D; using CodeImp.DoomBuilder.Rendering; using SlimDX; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class MapSet : IDisposable { #region ================== Variables // Map structures private LinkedList vertices; private LinkedList linedefs; private LinkedList sidedefs; private LinkedList sectors; private LinkedList things; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public ICollection Vertices { get { return vertices; } } public ICollection Linedefs { get { return linedefs; } } public ICollection Sidedefs { get { return sidedefs; } } public ICollection Sectors { get { return sectors; } } public ICollection Things { get { return things; } } public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor for new empty map public MapSet() { // Initialize vertices = new LinkedList(); linedefs = new LinkedList(); sidedefs = new LinkedList(); sectors = new LinkedList(); things = new LinkedList(); // We have no destructor GC.SuppressFinalize(this); } // Diposer public void Dispose() { ArrayList list; // Not already disposed? if(!isdisposed) { // Already set isdisposed so that changes can be prohibited isdisposed = true; // Dispose all things list = new ArrayList(things); foreach(Thing t in list) t.Dispose(); // Dispose all sectors list = new ArrayList(sectors); foreach(Sector s in list) s.Dispose(); // Dispose all sidedefs list = new ArrayList(sidedefs); foreach(Sidedef sd in list) sd.Dispose(); // Dispose all linedefs list = new ArrayList(linedefs); foreach(Linedef l in list) l.Dispose(); // Dispose all vertices list = new ArrayList(vertices); foreach(Vertex v in list) v.Dispose(); // Clean up vertices = null; linedefs = null; sidedefs = null; sectors = null; things = null; // Done isdisposed = true; } } #endregion #region ================== Management // This makes a deep copy and returns a new MapSet public MapSet Clone() { Linedef nl; Sidedef nd; // Create the map set MapSet newset = new MapSet(); // Go for all vertices foreach(Vertex v in vertices) { // Make new vertex v.Clone = newset.CreateVertex(v.X, v.Y); } // Go for all sectors foreach(Sector s in sectors) { // Make new sector Sector ns = newset.CreateSector(); s.Clone = ns; // Copy properties s.CopyPropertiesTo(ns); } // Go for all linedefs foreach(Linedef l in linedefs) { // Make new linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone); // Copy properties l.CopyPropertiesTo(nl); // Linedef has a front side? if(l.Front != null) { // Make new sidedef nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone); // Copy properties l.Front.CopyPropertiesTo(nd); } // Linedef has a back side? if(l.Back != null) { // Make new sidedef nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone); // Copy properties l.Back.CopyPropertiesTo(nd); } } // Go for all things foreach(Thing t in things) { // Make new thing Thing nt = newset.CreateThing(); // Copy properties t.CopyPropertiesTo(nt); } // Remove clone references foreach(Vertex v in vertices) v.Clone = null; foreach(Sector s in sectors) s.Clone = null; // Return the new set return newset; } // This creates a new vertex public Vertex CreateVertex(int x, int y) { LinkedListNode listitem; Vertex v; // Make a list item listitem = new LinkedListNode(null); // Make the vertex v = new Vertex(this, listitem, x, y); listitem.Value = v; // Add vertex to the list vertices.AddLast(listitem); // Return result return v; } // This creates a new linedef public Linedef CreateLinedef(Vertex start, Vertex end) { LinkedListNode listitem; Linedef l; // Make a list item listitem = new LinkedListNode(null); // Make the linedef l = new Linedef(this, listitem, start, end); listitem.Value = l; // Add linedef to the list linedefs.AddLast(listitem); // Return result return l; } // This creates a new sidedef public Sidedef CreateSidedef(Linedef l, bool front, Sector s) { LinkedListNode listitem; Sidedef sd; // Make a list item listitem = new LinkedListNode(null); // Make the sidedef sd = new Sidedef(this, listitem, l, front, s); listitem.Value = sd; // Add sidedef to the list sidedefs.AddLast(listitem); // Return result return sd; } // This creates a new sector public Sector CreateSector() { LinkedListNode listitem; Sector s; // Make a list item listitem = new LinkedListNode(null); // Make the sector s = new Sector(this, listitem); listitem.Value = s; // Add sector to the list sectors.AddLast(listitem); // Return result return s; } // This creates a new thing public Thing CreateThing() { LinkedListNode listitem; Thing t; // Make a list item listitem = new LinkedListNode(null); // Make the thing t = new Thing(this, listitem); listitem.Value = t; // Add thing to the list things.AddLast(listitem); // Return result return t; } #endregion #region ================== Updating // This updates all structures if needed public void Update() { // Update all linedefs foreach(Linedef l in linedefs) l.Update(); } // This updates all structures after a // configuration or settings change public void UpdateConfiguration() { // Update all things foreach(Thing t in things) t.UpdateConfiguration(); } #endregion #region ================== Selection // This clears all selected items public void ClearAllSelected() { ClearSelectedVertices(); ClearSelectedThings(); ClearSelectedLinedefs(); ClearSelectedSectors(); } // This clears selected vertices public void ClearSelectedVertices() { foreach(Vertex v in vertices) v.Selected = false; } // This clears selected things public void ClearSelectedThings() { foreach(Thing t in things) t.Selected = false; } // This clears selected linedefs public void ClearSelectedLinedefs() { foreach(Linedef l in linedefs) l.Selected = false; } // This clears selected sectors public void ClearSelectedSectors() { foreach(Sector s in sectors) s.Selected = false; } // Returns a collection of vertices that match a selected state public ICollection GetVerticesSelection(bool selected) { List list = new List(); foreach(Vertex v in vertices) if(v.Selected == selected) list.Add(v); return list; } // Returns a collection of things that match a selected state public ICollection GetThingsSelection(bool selected) { List list = new List(); foreach(Thing t in things) if(t.Selected == selected) list.Add(t); return list; } // Returns a collection of linedefs that match a selected state public ICollection GetLinedefsSelection(bool selected) { List list = new List(); foreach(Linedef l in linedefs) if(l.Selected == selected) list.Add(l); return list; } // Returns a collection of sectors that match a selected state public ICollection GetSectorsSelection(bool selected) { List list = new List(); foreach(Sector s in sectors) if(s.Selected == selected) list.Add(s); return list; } #endregion #region ================== Areas // This creates an area from vertices public static Rectangle AreaFromVertices(ICollection verts) { int l = int.MaxValue; int t = int.MaxValue; int r = int.MinValue; int b = int.MinValue; // Go for all vertices foreach(Vertex v in verts) { // Adjust boundaries by vertices if(v.X < l) l = v.X; if(v.X > r) r = v.X; if(v.Y < t) t = v.Y; if(v.Y > b) b = v.Y; } // Return a rect return new Rectangle(l, t, r - l, b - t); } // This creates an area from vertices public static Rectangle AreaFromLines(ICollection lines) { int l = int.MaxValue; int t = int.MaxValue; int r = int.MinValue; int b = int.MinValue; // Go for all vertices foreach(Linedef ld in lines) { // Adjust boundaries by vertices if(ld.Start.X < l) l = ld.Start.X; if(ld.Start.X > r) r = ld.Start.X; if(ld.Start.Y < t) t = ld.Start.Y; if(ld.Start.Y > b) b = ld.Start.Y; if(ld.End.X < l) l = ld.End.X; if(ld.End.X > r) r = ld.End.X; if(ld.End.Y < t) t = ld.End.Y; if(ld.End.Y > b) b = ld.End.Y; } // Return a rect return new Rectangle(l, t, r - l, b - t); } // This filters lines by a square area public static ICollection FilterArea(ICollection lines, ref Rectangle area) { ICollection newlines = new List(lines.Count); // Go for all lines foreach(Linedef l in lines) { // Check the cs field bits if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref area)) == 0) { // The line could be in the area newlines.Add(l); } } // Return result return newlines; } // This returns the cohen-sutherland field bits for a vertex in a rectangle area private static byte GetCSFieldBits(Vertex v, ref Rectangle area) { byte bits = 0; if(v.Y < area.Top) bits |= 0x01; if(v.Y > area.Bottom) bits |= 0x02; if(v.X < area.Left) bits |= 0x04; if(v.X > area.Right) bits |= 0x08; return bits; } // This filters vertices by a square area public static ICollection FilterArea(ICollection verts, ref Rectangle area) { ICollection newverts = new List(verts.Count); // Go for all verts foreach(Vertex v in verts) { // Within rect? if((v.X >= area.Left) && (v.X <= area.Right) && (v.Y >= area.Top) && (v.Y <= area.Bottom)) { // The vertex is in the area newverts.Add(v); } } // Return result return newverts; } #endregion #region ================== Geometry Tools // This joins overlapping lines together // Returns the number of joins made public static int JoinOverlappingLines(ICollection lines) { int joinsdone = 0; bool joined; do { // No joins yet joined = false; // Go for all the lines foreach(Linedef l1 in lines) { // Check if these vertices have lines that overlap foreach(Linedef l2 in l1.Start.Linedefs) { // Sharing vertices? if((l1.End == l2.End) || (l1.End == l2.Start)) { // Not the same line? if(l1 != l2) { // Merge these two linedefs while(lines.Remove(l1)); l1.Join(l2); joinsdone++; joined = true; break; } } } // Will have to restart when joined if(joined) break; // Check if these vertices have lines that overlap foreach(Linedef l2 in l1.End.Linedefs) { // Sharing vertices? if((l1.Start == l2.End) || (l1.Start == l2.Start)) { // Not the same line? if(l1 != l2) { // Merge these two linedefs while(lines.Remove(l1)); l1.Join(l2); joinsdone++; joined = true; break; } } } // Will have to restart when joined if(joined) break; } } while(joined); // Return result return joinsdone; } // This removes looped linedefs (linedefs which reference the same vertex for start and end) // Returns the number of linedefs removed public static int RemoveLoopedLinedefs(ICollection lines) { int linesremoved = 0; bool removedline; do { // Nothing removed yet removedline = false; // Go for all the lines foreach(Linedef l in lines) { // Check if referencing the same vertex twice if(l.Start == l.End) { // Remove this line while(lines.Remove(l)); l.Dispose(); linesremoved++; removedline = true; break; } } } while(removedline); // Return result return linesremoved; } // This joins nearby vertices from two collections. This does NOT join vertices // within the same collection, only if they exist in both collections. // The vertex from the second collection is moved to match the first vertex. // When keepsecond is true, the vertex in the second collection is kept, // otherwise the vertex in the first collection is kept. // Returns the number of joins made public static int JoinVertices(ICollection set1, ICollection set2, bool keepsecond, float joindist) { float joindist2 = joindist * joindist; int joinsdone = 0; bool joined; do { // No joins yet joined = false; // Go for all vertices in the first set foreach(Vertex v1 in set1) { // Go for all vertices in the second set foreach(Vertex v2 in set2) { // Check if vertices are close enough if(v1.DistanceToSq(v2.Position) <= joindist2) { // Check if not the same vertex if(v1 != v2) { // Move the second vertex to match the first v2.Move(v1.Position); // Check which one to keep if(keepsecond) { // Join the first into the second // Second is kept, first is removed v1.Join(v2); set1.Remove(v1); set2.Remove(v1); } else { // Join the second into the first // First is kept, second is removed v2.Join(v1); set1.Remove(v2); set2.Remove(v2); } // Count the join joinsdone++; joined = true; break; } } } // Will have to restart when joined if(joined) break; } } while(joined); // Return result return joinsdone; } // This splits the given lines with the given vertices // All affected lines will be added to changedlines // Returns the number of splits made public static int SplitLinesByVertices(ICollection lines, ICollection verts, float splitdist, ICollection changedlines) { float splitdist2 = splitdist * splitdist; int splitsdone = 0; bool splitted; Linedef nl; do { // No split yet splitted = false; // Go for all the lines foreach(Linedef l in lines) { // Go for all the vertices foreach(Vertex v in verts) { // Check if v is close enough to l for splitting if(l.DistanceToSq(v.Position, true) <= splitdist2) { // Line is not already referencing v? if((l.Start != v) && (l.End != v)) { // Split line l with vertex v nl = l.Split(v); // Add the new line to the list lines.Add(nl); // Both lines must be updated because their new length // is relevant for next iterations! l.Update(); nl.Update(); // Add both lines to changedlines if(changedlines != null) changedlines.Add(l); if(changedlines != null) changedlines.Add(nl); // Count the split splitsdone++; splitted = true; break; } } } // Will have to restart when splitted if(splitted) break; } } while(splitted); // Return result return splitsdone; } // This finds the line closest to the specified position public static Linedef NearestLinedef(ICollection selection, Vector2D pos) { Linedef closest = null; float distance = float.MaxValue; float d; // Go for all linedefs in selection foreach(Linedef l in selection) { // Calculate distance and check if closer than previous find d = l.SafeDistanceToSq(pos, true); if(d < distance) { // This one is closer closest = l; distance = d; } } // Return result return closest; } // This finds the line closest to the specified position public static Linedef NearestLinedefRange(ICollection selection, Vector2D pos, float maxrange) { Linedef closest = null; float distance = float.MaxValue; float maxrangesq = maxrange * maxrange; float d; // Go for all linedefs in selection foreach(Linedef l in selection) { // Calculate distance and check if closer than previous find d = l.SafeDistanceToSq(pos, true); if((d <= maxrangesq) && (d < distance)) { // This one is closer closest = l; distance = d; } } // Return result return closest; } // This finds the vertex closest to the specified position public static Vertex NearestVertex(ICollection selection, Vector2D pos) { Vertex closest = null; float distance = float.MaxValue; float d; // Go for all vertices in selection foreach(Vertex v in selection) { // Calculate distance and check if closer than previous find d = v.DistanceToSq(pos); if(d < distance) { // This one is closer closest = v; distance = d; } } // Return result return closest; } // This finds the vertex closest to the specified position public static Vertex NearestVertexSquareRange(ICollection selection, Vector2D pos, float maxrange) { RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange); Vertex closest = null; float distance = float.MaxValue; float d; // Go for all vertices in selection foreach(Vertex v in selection) { // Within range? if((v.Position.x >= range.Left) && (v.Position.x <= range.Right)) { if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom)) { // Close than previous find? d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - pos.y); if(d < distance) { // This one is closer closest = v; distance = d; } } } } // Return result return closest; } // This finds the thing closest to the specified position public static Thing NearestThingSquareRange(ICollection selection, Vector2D pos, float maxrange) { RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange); Thing closest = null; float distance = float.MaxValue; float d; // Go for all vertices in selection foreach(Thing t in selection) { // Within range? if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size))) { if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size))) { // Close than previous find? d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y); if(d < distance) { // This one is closer closest = t; distance = d; } } } } // Return result return closest; } #endregion #region ================== Tools // This makes a list of lines related to vertex selection // A line is unstable when one vertex is selected and the other isn't. public ICollection LinedefsFromSelectedVertices(bool includeunselected, bool includestable, bool includeunstable) { List list = new List((linedefs.Count / 2) + 1); // Go for all lines foreach(Linedef l in linedefs) { // Check if this is to be included if((includestable && (l.Start.Selected && l.End.Selected)) || (includeunstable && (l.Start.Selected ^ l.End.Selected)) || (includeunselected && (!l.Start.Selected && !l.End.Selected)) ) { // Add to list list.Add(l); } } // Return result return list; } // This finds the line closest to the specified position public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); } // This finds the line closest to the specified position public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); } // This finds the vertex closest to the specified position public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); } // This finds the vertex closest to the specified position public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); } // This finds the thing closest to the specified position public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); } // This finds the closest unselected linedef that is not connected to the given vertex public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance) { Linedef closest = null; distance = float.MaxValue; float maxrangesq = maxrange * maxrange; float d; // Go for all linedefs in selection foreach(Linedef l in linedefs) { // Calculate distance and check if closer than previous find d = l.SafeDistanceToSq(pos, true); if((d <= maxrangesq) && (d < distance)) { // Check if not selected // Check if linedef is not connected to v if((l.Start != v) && (l.End != v)) { // This one is closer closest = l; distance = d; } } } // Return result return closest; } // This performs sidedefs compression public void CompressSidedefs() { // TODO: Make this happen } // This removes unused vertices public void RemoveUnusedVertices() { LinkedListNode vn, vc; // Go for all vertices vn = vertices.First; while(vn != null) { vc = vn; vn = vc.Next; if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc); } } #endregion } }