#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 System.Windows.Forms; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Geometry; using System.Drawing; using SlimDX; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.VisualModes { public sealed class VisualBlockMap { #region ================== Constants public const int BLOCK_SIZE_SHIFT = 7; public const int BLOCK_SIZE = 1 << BLOCK_SIZE_SHIFT; public const float BLOCK_RADIUS = BLOCK_SIZE * Angle2D.SQRT2; #endregion #region ================== Variables // Blocks private Dictionary blockmap; // State private bool isdisposed; #endregion #region ================== Properties public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor internal VisualBlockMap() { // Initialize blockmap = new Dictionary(); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up blockmap = null; // Done isdisposed = true; } } #endregion #region ================== Methods // This returns the block coordinates public Point GetBlockCoordinates(Vector2D v) { return new Point((int)v.x >> BLOCK_SIZE_SHIFT, (int)v.y >> BLOCK_SIZE_SHIFT); } // This returns the block center in world coordinates public Vector2D GetBlockCenter(Point p) { return new Vector2D((float)((p.X << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1)), (float)((p.Y << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1))); } // This returns the key for a block at the given coordinates // TODO: Could we just use the Point struct as key? private ulong GetBlockKey(Point p) { return unchecked( ((ulong)(uint)p.X << 32) + (ulong)(uint)p.Y ); } // This returns the block with the given coordinates // Creates the block if it doesn't exist yet public VisualBlockEntry GetBlock(Point p) { ulong k = GetBlockKey(p); if(blockmap.ContainsKey(k)) { return blockmap[k]; } else { return (blockmap[k] = new VisualBlockEntry()); } } // This clears the blockmap public void Clear() { blockmap = new Dictionary(); } // This returns a range of blocks in a square public List GetSquareRange(RectangleF rect) { // Calculate block coordinates Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top)); Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom)); // Go through the range to make a list int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y); List entries = new List(entriescount); for(int x = lt.X; x <= rb.X; x++) { for(int y = lt.Y; y <= rb.Y; y++) { entries.Add(GetBlock(new Point(x, y))); } } // Return list return entries; } // This returns a range of blocks in a frustum public List GetFrustumRange(ProjectedFrustum2D frustum) { // Make square range from frustum circle // This will be the range in which we will test blocks Point lt = GetBlockCoordinates(frustum.Center - frustum.Radius); Point rb = GetBlockCoordinates(frustum.Center + frustum.Radius); // Constants we need float blockfrustumdistance2 = (frustum.Radius * frustum.Radius) + (BLOCK_RADIUS * BLOCK_RADIUS); // Go through the range to make a list int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y); List entries = new List(entriescount); for(int x = lt.X; x <= rb.X; x++) { for(int y = lt.Y; y <= rb.Y; y++) { // First check if the block circle is intersecting the frustum circle Point block = new Point(x, y); Vector2D blockcenter = GetBlockCenter(block); if(Vector2D.DistanceSq(frustum.Center, blockcenter) < blockfrustumdistance2) { // Add the block if the block circle is inside the frustum if(frustum.IntersectCircle(blockcenter, BLOCK_RADIUS)) entries.Add(GetBlock(block)); } } } // Return list return entries; } // This returns all blocks along the given line public List GetLineBlocks(Vector2D v1, Vector2D v2) { float deltax, deltay; float posx, posy; Point pos, end; int dirx, diry; // Estimate number of blocks we will go through and create list int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / BLOCK_SIZE; List entries = new List(entriescount); // Find start and end block pos = GetBlockCoordinates(v1); end = GetBlockCoordinates(v2); // Add this block entries.Add(GetBlock(pos)); // Moving outside the block? if(pos != end) { // Calculate current block edges float cl = pos.X * BLOCK_SIZE; float cr = (pos.X + 1) * BLOCK_SIZE; float ct = pos.Y * BLOCK_SIZE; float cb = (pos.Y + 1) * BLOCK_SIZE; // Line directions dirx = Math.Sign(v2.x - v1.x); diry = Math.Sign(v2.y - v1.y); // Calculate offset and delta movement over x if(dirx >= 0) { posx = (cr - v1.x) / (v2.x - v1.x); deltax = BLOCK_SIZE / (v2.x - v1.x); } else { // Calculate offset and delta movement over x posx = (v1.x - cl) / (v1.x - v2.x); deltax = BLOCK_SIZE / (v1.x - v2.x); } // Calculate offset and delta movement over y if(diry >= 0) { posy = (cb - v1.y) / (v2.y - v1.y); deltay = BLOCK_SIZE / (v2.y - v1.y); } else { posy = (v1.y - ct) / (v1.y - v2.y); deltay = BLOCK_SIZE / (v1.y - v2.y); } // Continue while not reached the end while(pos != end) { // Check in which direction to move if(posx < posy) { // Move horizontally posx += deltax; if(pos.X != end.X) pos.X += dirx; } else { // Move vertically posy += deltay; if(pos.Y != end.Y) pos.Y += diry; } // Add lines to this block entries.Add(GetBlock(pos)); } } // Return list return entries; } // This puts a thing in the blockmap public void AddThingsSet(ICollection things) { foreach(Thing t in things) AddThing(t); } // This puts a thing in the blockmap public void AddThing(Thing t) { Point p = GetBlockCoordinates(t.Position); VisualBlockEntry block = GetBlock(p); block.Things.Add(t); } // This puts a secotr in the blockmap public void AddSectorsSet(ICollection sectors) { foreach(Sector s in sectors) AddSector(s); } // This puts a sector in the blockmap public void AddSector(Sector s) { Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top)); Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom)); for(int x = p1.X; x <= p2.X; x++) { for(int y = p1.Y; y <= p2.Y; y++) { VisualBlockEntry block = GetBlock(new Point(x, y)); block.Sectors.Add(s); } } } // This puts a whole set of linedefs in the blocks they cross public void AddLinedefsSet(ICollection lines) { foreach(Linedef l in lines) AddLinedef(l); } // This puts a single linedef in all blocks it crosses public void AddLinedef(Linedef line) { Vector2D v1, v2; float deltax, deltay; float posx, posy; Point pos, end; int dirx, diry; // Get coordinates v1 = line.Start.Position; v2 = line.End.Position; // Find start and end block pos = GetBlockCoordinates(v1); end = GetBlockCoordinates(v2); // Add lines to this block GetBlock(pos).Lines.Add(line); // Moving outside the block? if(pos != end) { // Calculate current block edges float cl = pos.X * BLOCK_SIZE; float cr = (pos.X + 1) * BLOCK_SIZE; float ct = pos.Y * BLOCK_SIZE; float cb = (pos.Y + 1) * BLOCK_SIZE; // Line directions dirx = Math.Sign(v2.x - v1.x); diry = Math.Sign(v2.y - v1.y); // Calculate offset and delta movement over x if(dirx >= 0) { posx = (cr - v1.x) / (v2.x - v1.x); deltax = BLOCK_SIZE / (v2.x - v1.x); } else { // Calculate offset and delta movement over x posx = (v1.x - cl) / (v1.x - v2.x); deltax = BLOCK_SIZE / (v1.x - v2.x); } // Calculate offset and delta movement over y if(diry >= 0) { posy = (cb - v1.y) / (v2.y - v1.y); deltay = BLOCK_SIZE / (v2.y - v1.y); } else { posy = (v1.y - ct) / (v1.y - v2.y); deltay = BLOCK_SIZE / (v1.y - v2.y); } // Continue while not reached the end while(pos != end) { // Check in which direction to move if(posx < posy) { // Move horizontally posx += deltax; if(pos.X != end.X) pos.X += dirx; } else { // Move vertically posy += deltay; if(pos.Y != end.Y) pos.Y += diry; } // Add lines to this block GetBlock(pos).Lines.Add(line); } } } #endregion } }