#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.IO; using CodeImp.DoomBuilder.Geometry; using System.Drawing; using CodeImp.DoomBuilder.Rendering; using System.Collections.ObjectModel; using SlimDX.Direct3D9; using SlimDX; #endregion namespace CodeImp.DoomBuilder.Map { public sealed class Sector : SelectableElement, ID3DResource { #region ================== Constants #endregion #region ================== Variables // Map private MapSet map; // List items private LinkedListNode mainlistitem; // Sidedefs private LinkedList sidedefs; // Properties private int index; private int floorheight; private int ceilheight; private string floortexname; private string ceiltexname; private long longfloortexname; private long longceiltexname; private int effect; private int tag; private int brightness; // Cloning private Sector clone; private int serializedindex; // Triangulation private bool updateneeded; private bool triangulationneeded; private RectangleF bbox; private Triangulation triangles; private FlatVertex[] flatvertices; private ReadOnlyCollection labels; private VertexBuffer flatceilingbuffer; private VertexBuffer flatfloorbuffer; #endregion #region ================== Properties public MapSet Map { get { return map; } } public ICollection Sidedefs { get { return sidedefs; } } public int Index { get { return index; } } public int FloorHeight { get { return floorheight; } set { floorheight = value; } } public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } } public string FloorTexture { get { return floortexname; } } public string CeilTexture { get { return ceiltexname; } } public long LongFloorTexture { get { return longfloortexname; } } public long LongCeilTexture { get { return longceiltexname; } } public int Effect { get { return effect; } set { effect = value; } } public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } } public int Brightness { get { return brightness; } set { brightness = value; updateneeded = true; } } public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } } public RectangleF BBox { get { return bbox; } } internal Sector Clone { get { return clone; } set { clone = value; } } internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } } public Triangulation Triangles { get { return triangles; } } public FlatVertex[] FlatVertices { get { return flatvertices; } } internal VertexBuffer FlatCeilingBuffer { get { return flatceilingbuffer; } } internal VertexBuffer FlatFloorBuffer { get { return flatfloorbuffer; } } public ReadOnlyCollection Labels { get { return labels; } } #endregion #region ================== Constructor / Disposer // Constructor internal Sector(MapSet map, LinkedListNode listitem, int index) { // Initialize this.map = map; this.mainlistitem = listitem; this.sidedefs = new LinkedList(); this.index = index; this.floortexname = "-"; this.ceiltexname = "-"; this.longfloortexname = MapSet.EmptyLongName; this.longceiltexname = MapSet.EmptyLongName; this.triangulationneeded = true; General.Map.Graphics.RegisterResource(this); // We have no destructor GC.SuppressFinalize(this); } // Constructor internal Sector(MapSet map, LinkedListNode listitem, IReadWriteStream stream) { // Initialize this.map = map; this.mainlistitem = listitem; this.sidedefs = new LinkedList(); this.triangulationneeded = true; ReadWrite(stream); General.Map.Graphics.RegisterResource(this); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override 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); // Register the index as free map.AddSectorIndexHole(index); // Dispose the sidedefs that are attached to this sector // because a sidedef cannot exist without reference to its sector. foreach(Sidedef sd in sidedefs) sd.Dispose(); General.Map.Graphics.UnregisterResource(this); // Clean up if(flatceilingbuffer != null) flatceilingbuffer.Dispose(); if(flatfloorbuffer != null) flatfloorbuffer.Dispose(); flatceilingbuffer = null; flatfloorbuffer = null; mainlistitem = null; sidedefs = null; map = null; // Dispose base base.Dispose(); } } #endregion #region ================== Management // Serialize / deserialize internal void ReadWrite(IReadWriteStream s) { base.ReadWrite(s); s.rwInt(ref index); s.rwInt(ref floorheight); s.rwInt(ref ceilheight); s.rwString(ref floortexname); s.rwString(ref ceiltexname); //s.rwLong(ref longfloortexname); //s.rwLong(ref longceiltexname); s.rwInt(ref effect); s.rwInt(ref tag); s.rwInt(ref brightness); // Use a new triangulator when reading from stream if(!s.IsWriting && (triangles == null)) triangles = new Triangulation(); triangles.ReadWrite(s); if(s.IsWriting) { s.wInt(labels.Count); for(int i = 0; i < labels.Count; i++) { s.wVector2D(labels[i].position); s.wFloat(labels[i].radius); } } else { longfloortexname = Lump.MakeLongName(floortexname); longceiltexname = Lump.MakeLongName(ceiltexname); int c; s.rInt(out c); LabelPositionInfo[] labelsarray = new LabelPositionInfo[c]; for(int i = 0; i < c; i++) { s.rVector2D(out labelsarray[i].position); s.rFloat(out labelsarray[i].radius); } labels = Array.AsReadOnly(labelsarray); } } // After deserialization internal void PostDeserialize(MapSet map) { triangles.PostDeserialize(map); // We need to rebuild the vertex buffer, // but the triangulation was deserialized updateneeded = true; triangulationneeded = false; } // This copies all properties to another sector public void CopyPropertiesTo(Sector s) { // Copy properties s.ceilheight = ceilheight; s.ceiltexname = ceiltexname; s.longceiltexname = longceiltexname; s.floorheight = floorheight; s.floortexname = floortexname; s.longfloortexname = longfloortexname; s.effect = effect; s.tag = tag; s.brightness = brightness; s.updateneeded = true; base.CopyPropertiesTo(s); } // This attaches a sidedef and returns the listitem public LinkedListNode AttachSidedef(Sidedef sd) { updateneeded = true; triangulationneeded = true; return sidedefs.AddLast(sd); } // This detaches a sidedef public void DetachSidedef(LinkedListNode l) { // Not disposing? if(!isdisposed) { // Remove sidedef updateneeded = true; triangulationneeded = true; sidedefs.Remove(l); // No more sidedefs left? if(sidedefs.Count == 0) { // This sector is now useless, dispose it this.Dispose(); } } } // This updates the sector when changes have been made public void UpdateCache() { // Update if needed if(updateneeded) { // Triangulate again? if(triangulationneeded || (triangles == null)) { // Triangulate sector triangles = Triangulation.Create(this); triangulationneeded = false; // Make label positions labels = Array.AsReadOnly(Tools.FindLabelPositions(this).ToArray()); } // Brightness color (alpha is opaque) byte clampedbright = 0; if((brightness >= 0) && (brightness <= 255)) clampedbright = (byte)brightness; else if(brightness > 255) clampedbright = 255; PixelColor brightcolor = new PixelColor(255, clampedbright, clampedbright, clampedbright); int brightint = brightcolor.ToInt(); // Make vertices flatvertices = new FlatVertex[triangles.Vertices.Count]; for(int i = 0; i < triangles.Vertices.Count; i++) { flatvertices[i].x = triangles.Vertices[i].x; flatvertices[i].y = triangles.Vertices[i].y; flatvertices[i].z = 1.0f; flatvertices[i].c = brightint; flatvertices[i].u = triangles.Vertices[i].x; flatvertices[i].v = triangles.Vertices[i].y; } // Create bounding box bbox = CreateBBox(); // Updated updateneeded = false; // Update buffers UpdateFloorSurface(); UpdateCeilingSurface(); } } // This updates the buffer with flat vertices public void UpdateFloorSurface() { // Trash buffer, if any if(flatfloorbuffer != null) { flatfloorbuffer.Dispose(); flatfloorbuffer = null; } // Not updated? if(updateneeded) { // Make sure the sector is up-to-date // This will automatically call this function again UpdateCache(); } // Any vertices? else if(flatvertices.Length > 0) { if(General.Map.Graphics.CheckAvailability()) { FlatVertex[] buffervertices = new FlatVertex[triangles.Vertices.Count]; flatvertices.CopyTo(buffervertices, 0); // Raise event to allow plugins to modify this data General.Plugins.OnSectorFloorSurfaceUpdate(this, ref buffervertices); // Make the buffer flatfloorbuffer = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * buffervertices.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); // Fill it DataStream bufferstream = flatfloorbuffer.Lock(0, FlatVertex.Stride * buffervertices.Length, LockFlags.Discard); bufferstream.WriteRange(buffervertices); flatfloorbuffer.Unlock(); bufferstream.Dispose(); } } } // This updates the buffer with flat vertices public void UpdateCeilingSurface() { // Trash buffer, if any if(flatceilingbuffer != null) { flatceilingbuffer.Dispose(); flatceilingbuffer = null; } // Not updated? if(updateneeded) { // Make sure the sector is up-to-date // This will automatically call this function again UpdateCache(); } // Any vertices? else if(flatvertices.Length > 0) { if(General.Map.Graphics.CheckAvailability()) { FlatVertex[] buffervertices = new FlatVertex[triangles.Vertices.Count]; flatvertices.CopyTo(buffervertices, 0); // Raise event to allow plugins to modify this data General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref buffervertices); // Make the buffer flatceilingbuffer = new VertexBuffer(General.Map.Graphics.Device, FlatVertex.Stride * buffervertices.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default); // Fill it DataStream bufferstream = flatceilingbuffer.Lock(0, FlatVertex.Stride * buffervertices.Length, LockFlags.Discard); bufferstream.WriteRange(buffervertices); flatceilingbuffer.Unlock(); bufferstream.Dispose(); } } } // Unload unstable resources public void UnloadResource() { // Trash buffer, if any if(flatfloorbuffer != null) { flatfloorbuffer.Dispose(); flatfloorbuffer = null; } // Trash buffer, if any if(flatceilingbuffer != null) { flatceilingbuffer.Dispose(); flatceilingbuffer = null; } } // Reload unstable resources public void ReloadResource() { UpdateFloorSurface(); UpdateCeilingSurface(); } #endregion #region ================== Methods // This checks if the given point is inside the sector polygon public bool Intersect(Vector2D p) { uint c = 0; // Go for all sidedefs foreach(Sidedef sd in sidedefs) { // Get vertices Vector2D v1 = sd.Line.Start.Position; Vector2D v2 = sd.Line.End.Position; // 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((p.y > miny) && (p.y <= maxy)) { if(p.x <= maxx) { if(v1.y != v2.y) { float xint = (p.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x; if((v1.x == v2.x) || (p.x <= xint)) c++; } } } } // Inside this polygon? return ((c & 0x00000001UL) != 0); } // This creates a bounding box rectangle // This requires the sector triangulation to be up-to-date! private RectangleF CreateBBox() { // Setup float left = float.MaxValue; float top = float.MaxValue; float right = float.MinValue; float bottom = float.MinValue; // Go for vertices foreach(Vector2D v in triangles.Vertices) { // Update rect if(v.x < left) left = v.x; if(v.y < top) top = v.y; if(v.x > right) right = v.x; if(v.y > bottom) bottom = v.y; } // Return rectangle return new RectangleF(left, top, right - left, bottom - top); } // This joins the sector with another sector // This sector will be disposed public void Join(Sector other) { // Any sidedefs to move? if(sidedefs.Count > 0) { // Change secter reference on my sidedefs // This automatically disposes this sector while(sidedefs != null) sidedefs.First.Value.ChangeSector(other); } else { // No sidedefs attached // Dispose manually this.Dispose(); } General.Map.IsChanged = true; } #endregion #region ================== Changes // This updates all properties public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness) { // Apply changes this.floorheight = hfloor; this.ceilheight = hceil; SetFloorTexture(tfloor); SetCeilTexture(tceil); this.effect = effect; this.tag = tag; this.brightness = brightness; updateneeded = true; } // This sets texture public void SetFloorTexture(string name) { floortexname = name; longfloortexname = Lump.MakeLongName(name); updateneeded = true; General.Map.IsChanged = true; } // This sets texture public void SetCeilTexture(string name) { ceiltexname = name; longceiltexname = Lump.MakeLongName(name); updateneeded = true; General.Map.IsChanged = true; } #endregion } }