#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.Collections.Specialized; using System.Drawing; using System.IO; using System.Linq; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.VisualModes; using System.Diagnostics; #endregion namespace CodeImp.DoomBuilder.Map { /// /// Manages all geometry structures and things in a map. Also provides /// methods to works with selections and marking elements for any purpose. /// Note that most methods are of O(n) complexity. /// public sealed class MapSet { #region ================== Constants /// Stiching distance. This is only to get around inaccuracies. Basically, /// geometry only stitches when exactly on top of each other. public const float STITCH_DISTANCE = 0.005f; //mxd. 0.001f is not enough when drawing very long lines... // Virtual sector identification // This contains a character that is invalid in the UDMF standard, but valid // in our parser, so that it can only be used by Doom Builder and will never // conflict with any other valid UDMF field. public const string VIRTUAL_SECTOR_FIELD = "!virtual_sector"; //mxd private const string SELECTION_GROUPS_PATH = "selectiongroups"; // Handler for tag fields public delegate void TagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, T obj); #endregion #region ================== Variables // Sector indexing private List indexholes; private int lastsectorindex; // Sidedef indexing for (de)serialization private Sidedef[] sidedefindices; // Map structures private Vertex[] vertices; private Linedef[] linedefs; private Sidedef[] sidedefs; private Sector[] sectors; private Thing[] things; private int numvertices; private int numlinedefs; private int numsidedefs; private int numsectors; private int numthings; // Behavior private int freezearrays; private bool autoremove; // Selected elements private LinkedList sel_vertices; private LinkedList sel_linedefs; private LinkedList sel_sectors; private LinkedList sel_things; private SelectionType sel_type; // Unknown UDMF data that needs to be preserved private List unknownudmfdata; // Statics private static long emptylongname; private static UniValue virtualsectorvalue; // Concurrency private bool issafetoaccess; // Disposing private bool isdisposed; #endregion #region ================== Properties /// Returns the number of selected sectors. public int SelectedSectorsCount { get { return sel_sectors.Count; } } /// Returns the number of selected linedefs. public int SelectedLinedefsCount { get { return sel_linedefs.Count; } } /// Returns the number of selected vertices. public int SelectedVerticessCount { get { return sel_vertices.Count; } } /// Returns the number of selected things. public int SelectedThingsCount { get { return sel_things.Count; } } /// Returns a reference to the list of all vertices. public ICollection Vertices { get { if(freezearrays == 0) return vertices; else return new MapElementCollection(ref vertices, numvertices); } } /// Returns a reference to the list of all linedefs. public ICollection Linedefs { get { if(freezearrays == 0) return linedefs; else return new MapElementCollection(ref linedefs, numlinedefs); } } /// Returns a reference to the list of all sidedefs. public ICollection Sidedefs { get { if(freezearrays == 0) return sidedefs; else return new MapElementCollection(ref sidedefs, numsidedefs); } } /// Returns a reference to the list of all sectors. public ICollection Sectors { get { if(freezearrays == 0) return sectors; else return new MapElementCollection(ref sectors, numsectors); } } /// Returns a reference to the list of all things. public ICollection Things { get { if(freezearrays == 0) return things; else return new MapElementCollection(ref things, numthings); } } /// Indicates if the map is disposed. public bool IsDisposed { get { return isdisposed; } } /// Returns a reference to the list of selected vertices. internal LinkedList SelectedVertices { get { return sel_vertices; } } /// Returns a reference to the list of selected linedefs. internal LinkedList SelectedLinedefs { get { return sel_linedefs; } } /// Returns a reference to the list of selected sectors. internal LinkedList SelectedSectors { get { return sel_sectors; } } /// Returns a reference to the list of selected things. internal LinkedList SelectedThings { get { return sel_things; } } /// Returns the current type of selection. public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } } /// Long name to indicate "no texture". This is the long name for a single dash. public static long EmptyLongName { get { return emptylongname; } } /// Returns the name of the custom field that marks virtual sectors in pasted geometry. public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } } /// Returns the value of the custom field that marks virtual sectors in pasted geometry. public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } } internal Sidedef[] SidedefIndices { get { return sidedefindices; } } internal bool AutoRemove { get { return autoremove; } set { autoremove = value; } } internal List UnknownUDMFData { get { return unknownudmfdata; } set { unknownudmfdata = value; } } /// /// If it's safe to access (either reading or modifying) the map data. May only be read or set from the UI thread to /// avoid racing conditions. Code that wants to access the map data on on a timer or in another thread must honor /// this setting to avoid exceptions /// public bool IsSafeToAccess { get { return issafetoaccess; } set { issafetoaccess = value; } } #endregion #region ================== Constructor / Disposer // Constructor for new empty map internal MapSet() { // Initialize vertices = new Vertex[0]; linedefs = new Linedef[0]; sidedefs = new Sidedef[0]; sectors = new Sector[0]; things = new Thing[0]; sel_vertices = new LinkedList(); sel_linedefs = new LinkedList(); sel_sectors = new LinkedList(); sel_things = new LinkedList(); indexholes = new List(); lastsectorindex = 0; autoremove = true; unknownudmfdata = new List(); issafetoaccess = true; // We have no destructor GC.SuppressFinalize(this); } // Constructor for map to deserialize internal MapSet(MemoryStream stream) { // Initialize vertices = new Vertex[0]; linedefs = new Linedef[0]; sidedefs = new Sidedef[0]; sectors = new Sector[0]; things = new Thing[0]; sel_vertices = new LinkedList(); sel_linedefs = new LinkedList(); sel_sectors = new LinkedList(); sel_things = new LinkedList(); indexholes = new List(); lastsectorindex = 0; autoremove = true; unknownudmfdata = new List(); issafetoaccess = true; // Deserialize Deserialize(stream); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Already set isdisposed so that changes can be prohibited isdisposed = true; BeginAddRemove(); // Dispose all things while((things.Length > 0) && (things[0] != null)) things[0].Dispose(); // Dispose all sectors while((sectors.Length > 0) && (sectors[0] != null)) sectors[0].Dispose(); // Dispose all sidedefs while((sidedefs.Length > 0) && (sidedefs[0] != null)) sidedefs[0].Dispose(); // Dispose all linedefs while((linedefs.Length > 0) && (linedefs[0] != null)) linedefs[0].Dispose(); // Dispose all vertices while((vertices.Length > 0) && (vertices[0] != null)) vertices[0].Dispose(); // Clean up vertices = null; linedefs = null; sidedefs = null; sectors = null; things = null; sel_vertices = null; sel_linedefs = null; sel_sectors = null; sel_things = null; indexholes = null; // Done isdisposed = true; } } // Static initializer internal static void Initialize() { emptylongname = Lump.MakeLongName("-", false); virtualsectorvalue = new UniValue((int)UniversalType.Integer, 0); } #endregion #region ================== Management // This begins large add/remove operations public void BeginAddRemove() { freezearrays++; } // This allocates the arrays to a minimum size so that // a lot of items can be created faster. This function will never // allocate less than the current number of items. public void SetCapacity(int nvertices, int nlinedefs, int nsidedefs, int nsectors, int nthings) { if(freezearrays == 0) throw new Exception("You must call BeginAddRemove before setting the reserved capacity."); if(numvertices < nvertices) Array.Resize(ref vertices, nvertices); if(numlinedefs < nlinedefs) Array.Resize(ref linedefs, nlinedefs); if(numsidedefs < nsidedefs) Array.Resize(ref sidedefs, nsidedefs); if(numsectors < nsectors) Array.Resize(ref sectors, nsectors); if(numthings < nthings) Array.Resize(ref things, nthings); } // This ends add/remove operations and crops the arrays public void EndAddRemove() { if(freezearrays > 0) freezearrays--; if(freezearrays == 0) { if(numvertices < vertices.Length) Array.Resize(ref vertices, numvertices); if(numlinedefs < linedefs.Length) Array.Resize(ref linedefs, numlinedefs); if(numsidedefs < sidedefs.Length) Array.Resize(ref sidedefs, numsidedefs); if(numsectors < sectors.Length) Array.Resize(ref sectors, numsectors); if(numthings < things.Length) Array.Resize(ref things, numthings); } } /// /// This makes a deep copy and returns the new MapSet. /// public MapSet Clone() { // Create the map set MapSet newset = new MapSet(); newset.BeginAddRemove(); newset.SetCapacity(numvertices, numlinedefs, numsidedefs, numsectors, numthings); // Go for all vertices foreach(Vertex v in vertices) { // Make new vertex v.Clone = newset.CreateVertex(v.Position); v.CopyPropertiesTo(v.Clone); } // Go for all sectors foreach(Sector s in sectors) { // Make new sector s.Clone = newset.CreateSector(); s.CopyPropertiesTo(s.Clone); } // Go for all linedefs foreach(Linedef l in linedefs) { // Make new linedef Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone); l.CopyPropertiesTo(nl); // Linedef has a front side? if(l.Front != null) { // Make new sidedef Sidedef nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone); l.Front.CopyPropertiesTo(nd); } // Linedef has a back side? if(l.Back != null) { // Make new sidedef Sidedef nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone); l.Back.CopyPropertiesTo(nd); } } // Go for all things foreach(Thing t in things) { // Make new thing Thing nt = newset.CreateThing(); t.CopyPropertiesTo(nt); } // Remove clone references foreach(Vertex v in vertices) v.Clone = null; foreach(Sector s in sectors) s.Clone = null; // Copy unknown UDMF data newset.UnknownUDMFData = new List(); foreach(UniversalEntry e in unknownudmfdata) { if(e.Value is UniversalCollection) { // The UniversalEntry value is a collection, so we have to copy all sub-elements UniversalCollection uc = new UniversalCollection(); foreach(UniversalEntry ie in (UniversalCollection)e.Value) uc.Add(ie.Key, ie.Value); newset.UnknownUDMFData.Add(new UniversalEntry(e.Key, uc)); } else { // Just a normal UniversalEntry newset.UnknownUDMFData.Add(new UniversalEntry(e.Key, e.Value)); } } // Return the new set newset.EndAddRemove(); return newset; } // This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector internal MapSet CloneMarked() { Sector virtualsector = null; // Create the map set MapSet newset = new MapSet(); newset.BeginAddRemove(); // Get marked geometry ICollection mvertices = GetMarkedVertices(true); ICollection mlinedefs = GetMarkedLinedefs(true); ICollection msectors = GetMarkedSectors(true); ICollection mthings = GetMarkedThings(true); newset.SetCapacity(mvertices.Count, mlinedefs.Count, numsidedefs, msectors.Count, mthings.Count); // Go for all vertices foreach(Vertex v in mvertices) { // Make new vertex v.Clone = newset.CreateVertex(v.Position); v.CopyPropertiesTo(v.Clone); } // Go for all sectors foreach(Sector s in msectors) { // Make new sector s.Clone = newset.CreateSector(); s.CopyPropertiesTo(s.Clone); } // Go for all linedefs foreach(Linedef l in mlinedefs) { // Make new linedef Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone); l.CopyPropertiesTo(nl); // Linedef has a front side? if(l.Front != null) { Sidedef nd; // Sector on front side marked? if(l.Front.Sector.Marked) { // Make new sidedef nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone); } else { // Make virtual sector if needed if(virtualsector == null) { virtualsector = newset.CreateSector(); l.Front.Sector.CopyPropertiesTo(virtualsector); virtualsector.Fields.BeforeFieldsChange(); virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue); } // Make new sidedef that links to the virtual sector nd = newset.CreateSidedef(nl, true, virtualsector); } l.Front.CopyPropertiesTo(nd); } // Linedef has a back side? if(l.Back != null) { Sidedef nd; // Sector on front side marked? if(l.Back.Sector.Marked) { // Make new sidedef nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone); } else { // Make virtual sector if needed if(virtualsector == null) { virtualsector = newset.CreateSector(); l.Back.Sector.CopyPropertiesTo(virtualsector); virtualsector.Fields.BeforeFieldsChange(); virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue); } // Make new sidedef that links to the virtual sector nd = newset.CreateSidedef(nl, false, virtualsector); } l.Back.CopyPropertiesTo(nd); } } // Go for all things foreach(Thing t in mthings) { // Make new thing Thing nt = newset.CreateThing(); 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 newset.EndAddRemove(); return newset; } /// This creates a new vertex and returns it. public Vertex CreateVertex(Vector2D pos) { if(numvertices == General.Map.FormatInterface.MaxVertices) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached."); return null; } // Make the vertex Vertex v = new Vertex(this, numvertices, pos); AddItem(v, ref vertices, numvertices, ref numvertices); return v; } /// This creates a new vertex and returns it. public Vertex CreateVertex(int index, Vector2D pos) { if(numvertices == General.Map.FormatInterface.MaxVertices) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached."); return null; } // Make the vertex Vertex v = new Vertex(this, index, pos); AddItem(v, ref vertices, index, ref numvertices); return v; } /// This creates a new linedef and returns it. public Linedef CreateLinedef(Vertex start, Vertex end) { if(numlinedefs == General.Map.FormatInterface.MaxLinedefs) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached."); return null; } // Make the linedef Linedef l = new Linedef(this, numlinedefs, start, end); AddItem(l, ref linedefs, numlinedefs, ref numlinedefs); return l; } /// This creates a new linedef and returns it. public Linedef CreateLinedef(int index, Vertex start, Vertex end) { if(numlinedefs == General.Map.FormatInterface.MaxLinedefs) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached."); return null; } // Make the linedef Linedef l = new Linedef(this, index, start, end); AddItem(l, ref linedefs, index, ref numlinedefs); return l; } /// This creates a new sidedef and returns it. public Sidedef CreateSidedef(Linedef l, bool front, Sector s) { if(numsidedefs == int.MaxValue) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached."); return null; } // Make the sidedef Sidedef sd = new Sidedef(this, numsidedefs, l, front, s); AddItem(sd, ref sidedefs, numsidedefs, ref numsidedefs); return sd; } /// This creates a new sidedef and returns it. public Sidedef CreateSidedef(int index, Linedef l, bool front, Sector s) { if(numsidedefs == int.MaxValue) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached."); return null; } // Make the sidedef Sidedef sd = new Sidedef(this, index, l, front, s); AddItem(sd, ref sidedefs, index, ref numsidedefs); return sd; } /// This creates a new sector and returns it. public Sector CreateSector() { // Make the sector return CreateSector(numsectors); } /// This creates a new sector and returns it. public Sector CreateSector(int index) { int fixedindex; if(numsectors == General.Map.FormatInterface.MaxSectors) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached."); return null; } // Do we have any index holes we can use? if(indexholes.Count > 0) { // Take one of the index holes fixedindex = indexholes[indexholes.Count - 1]; indexholes.RemoveAt(indexholes.Count - 1); } else { // Make a new index fixedindex = lastsectorindex++; } // Make the sector return CreateSectorEx(fixedindex, index); } // This creates a new sector with a specific fixed index private Sector CreateSectorEx(int fixedindex, int index) { if(numsectors == General.Map.FormatInterface.MaxSectors) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached."); return null; } // Make the sector Sector s = new Sector(this, index, fixedindex); AddItem(s, ref sectors, index, ref numsectors); return s; } /// This creates a new thing and returns it. public Thing CreateThing() { if(numthings == General.Map.FormatInterface.MaxThings) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached."); return null; } // Make the thing Thing t = new Thing(this, numthings); AddItem(t, ref things, numthings, ref numthings); return t; } /// This creates a new thing and returns it. public Thing CreateThing(int index) { if(numthings == General.Map.FormatInterface.MaxThings) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached."); return null; } // Make the thing Thing t = new Thing(this, index); AddItem(t, ref things, index, ref numthings); return t; } /// /// This creates a temporary thing. The difference to normal thing creation is that the creation will not be recorded by the undo manager. /// This should only be used in very specific cases, like creating a temporary player start for the "test from current position" action /// /// The new thing internal Thing CreateTempThing() { if (numthings == General.Map.FormatInterface.MaxThings) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached."); return null; } // Make the thing Thing t = new Thing(this, numthings, false); AddItem(t, ref things, numthings, ref numthings); return t; } // This increases the size of the array to add an item private void AddItem(T item, ref T[] array, int index, ref int counter) where T: MapElement { // Only resize when there are no more free entries if(counter == array.Length) { if(freezearrays == 0) Array.Resize(ref array, counter + 1); else Array.Resize(ref array, counter + 10); } // Move item at the given index if the new item is not added at the end if(index != counter) { array[counter] = array[index]; array[counter].Index = counter; } // Add item array[index] = item; counter++; } // This adds a sector index hole internal void AddSectorIndexHole(int index) { indexholes.Add(index); } private void RemoveItem(ref T[] array, int index, ref int counter) where T: MapElement { if(index == (counter - 1)) { array[index] = null; } else { array[index] = array[counter - 1]; array[index].Index = index; array[counter - 1] = null; } counter--; if(freezearrays == 0) Array.Resize(ref array, counter); } internal void RemoveVertex(int index) { RemoveItem(ref vertices, index, ref numvertices); } internal void RemoveLinedef(int index) { RemoveItem(ref linedefs, index, ref numlinedefs); } internal void RemoveSidedef(int index) { RemoveItem(ref sidedefs, index, ref numsidedefs); } internal void RemoveSector(int index) { RemoveItem(ref sectors, index, ref numsectors); } internal void RemoveThing(int index) { RemoveItem(ref things, index, ref numthings); } private void ChangeItemIndex(ref T[] array, int oldindex, int newindex, int counter) where T : MapElement { if (oldindex == newindex || oldindex < 0 || newindex < 0 || oldindex >= array.Length || newindex >= array.Length) return; T item = array[oldindex]; if (oldindex > newindex) // Shift everything right { for (int i = oldindex; i > newindex; i--) { array[i] = array[i - 1]; array[i].Index++; } } else // Shift everything left { for (int i = oldindex; i < newindex; i++) { array[i] = array[i + 1]; array[i].Index--; } } array[newindex] = item; array[newindex].Index = newindex; } internal void ChangeLindefIndex(int oldindex, int newindex) => ChangeItemIndex(ref linedefs, oldindex, newindex, numlinedefs); internal void ChangeThingIndex(int oldindex, int newindex) => ChangeItemIndex(ref things, oldindex, newindex, numthings); internal void ChangeSectorIndex(int oldindex, int newindex) => ChangeItemIndex(ref sectors, oldindex, newindex, numsectors); internal void ChangeVertexIndex(int oldindex, int newindex) => ChangeItemIndex(ref vertices, oldindex, newindex, numvertices); #endregion #region ================== Serialization // This serializes the MapSet internal MemoryStream Serialize() { MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB. SerializerStream serializer = new SerializerStream(stream); // Index the sidedefs int sidedefindex = 0; foreach(Sidedef sd in sidedefs) sd.SerializedIndex = sidedefindex++; serializer.Begin(); // Write private data serializer.wInt(lastsectorindex); serializer.wInt(indexholes.Count); foreach(int i in indexholes) serializer.wInt(i); // Write map data WriteVertices(serializer); WriteSectors(serializer); WriteLinedefs(serializer); WriteSidedefs(serializer); WriteThings(serializer); serializer.End(); // Reallocate to keep only the used memory stream.Capacity = (int)stream.Length; return stream; } // This serializes things private void WriteThings(SerializerStream stream) { stream.wInt(numthings); // Go for all things foreach(Thing t in things) { t.ReadWrite(stream); } } // This serializes vertices private void WriteVertices(SerializerStream stream) { stream.wInt(numvertices); // Go for all vertices int index = 0; foreach(Vertex v in vertices) { v.SerializedIndex = index++; v.ReadWrite(stream); } } // This serializes linedefs private void WriteLinedefs(SerializerStream stream) { stream.wInt(numlinedefs); // Go for all lines int index = 0; foreach(Linedef l in linedefs) { l.SerializedIndex = index++; stream.wInt(l.Start.SerializedIndex); stream.wInt(l.End.SerializedIndex); l.ReadWrite(stream); } } // This serializes sidedefs private void WriteSidedefs(SerializerStream stream) { stream.wInt(numsidedefs); // Go for all sidedefs foreach(Sidedef sd in sidedefs) { stream.wInt(sd.Line.SerializedIndex); stream.wInt(sd.Sector.SerializedIndex); stream.wBool(sd.IsFront); sd.ReadWrite(stream); } } // This serializes sectors private void WriteSectors(SerializerStream stream) { stream.wInt(numsectors); // Go for all sectors int index = 0; foreach(Sector s in sectors) { s.SerializedIndex = index++; s.ReadWrite(stream); s.Triangles.ReadWrite(stream); //mxd } } #endregion #region ================== Deserialization // This deserializes the MapSet internal void Deserialize(MemoryStream stream) { stream.Seek(0, SeekOrigin.Begin); DeserializerStream deserializer = new DeserializerStream(stream); deserializer.Begin(); // Read private data int c; deserializer.rInt(out lastsectorindex); deserializer.rInt(out c); indexholes = new List(c); for(int i = 0; i < c; i++) { int index; deserializer.rInt(out index); indexholes.Add(index); } // Read map data Vertex[] verticesarray = ReadVertices(deserializer); Sector[] sectorsarray = ReadSectors(deserializer); Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray); ReadSidedefs(deserializer, linedefsarray, sectorsarray); ReadThings(deserializer); deserializer.End(); deserializer.Dispose(); //mxd // Make table of sidedef indices sidedefindices = new Sidedef[numsidedefs]; foreach(Sidedef sd in sidedefs) sidedefindices[sd.SerializedIndex] = sd; // Call PostDeserialize foreach(Sector s in sectors) s.PostDeserialize(this); } // This deserializes things private void ReadThings(DeserializerStream stream) { int c; stream.rInt(out c); // Go for all things for(int i = 0; i < c; i++) { Thing t = CreateThing(); t.ReadWrite(stream); } } // This deserializes vertices private Vertex[] ReadVertices(DeserializerStream stream) { int c; stream.rInt(out c); Vertex[] array = new Vertex[c]; // Go for all vertices for(int i = 0; i < c; i++) { array[i] = CreateVertex(new Vector2D()); array[i].ReadWrite(stream); } return array; } // This deserializes linedefs private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray) { int c; stream.rInt(out c); Linedef[] array = new Linedef[c]; // Go for all lines for(int i = 0; i < c; i++) { int start, end; stream.rInt(out start); stream.rInt(out end); array[i] = CreateLinedef(verticesarray[start], verticesarray[end]); array[i].ReadWrite(stream); } return array; } // This deserializes sidedefs private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray) { int c; stream.rInt(out c); // Go for all sidedefs for(int i = 0; i < c; i++) { int lineindex, sectorindex; bool front; stream.rInt(out lineindex); stream.rInt(out sectorindex); stream.rBool(out front); Sidedef sd = CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex]); sd.ReadWrite(stream); } } // This deserializes sectors private Sector[] ReadSectors(DeserializerStream stream) { int c; stream.rInt(out c); Sector[] array = new Sector[c]; // Go for all sectors for(int i = 0; i < c; i++) { array[i] = CreateSector(); array[i].ReadWrite(stream); array[i].Triangles.ReadWrite(stream); //mxd } return array; } #endregion #region ================== Updating /// /// This updates the cache of all elements where needed. You must call this after making changes to the map. /// public void Update() { // Update all! Update(true, true); } /// /// This updates the cache of all elements where needed. It is not recommended to use this version, please use Update() instead. /// public void Update(bool dolines, bool dosectors) { // Update all linedefs if(dolines) foreach(Linedef l in linedefs) l.UpdateCache(); // Update all sectors if(dosectors) { foreach (Sector s in sectors) { s.Triangulate(); s.UpdateBBox(); } General.Map.CRenderer2D.Surfaces.AllocateBuffers(); foreach (Sector s in sectors) s.CreateSurfaces(); General.Map.CRenderer2D.Surfaces.UnlockBuffers(); } } /// /// This updates the cache of all elements that is required after a configuration or settings change. /// public void UpdateConfiguration() { // Update all things foreach(Thing t in things) t.UpdateConfiguration(); } #endregion #region ================== Selection // This checks a flag in a selection type private static bool InSelectionType(SelectionType value, SelectionType bits) { return (value & bits) == bits; } /// This converts the current selection to a different type of selection as specified. /// Note that this function uses the markings to convert the selection. public void ConvertSelection(SelectionType target) { ConvertSelection(SelectionType.All, target); } /// This converts the current selection to a different type of selection as specified. /// Note that this function uses the markings to convert the selection. public void ConvertSelection(SelectionType source, SelectionType target) { ClearAllMarks(false); switch(target) { // Convert geometry selection to vertices only case SelectionType.Vertices: if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true); if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true); ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Selected = true; verts = General.Map.Map.GetVerticesFromSectorsMarks(true); foreach(Vertex v in verts) v.Selected = true; General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); break; // Convert geometry selection to linedefs only case SelectionType.Linedefs: if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true); if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs(); ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false); foreach(Linedef l in lines) l.Selected = true; if(InSelectionType(source, SelectionType.Sectors)) { foreach(Sector s in General.Map.Map.Sectors) { if(s.Selected) { foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true; } } } General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedVertices(); break; // Convert geometry selection to sectors only case SelectionType.Sectors: if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true); if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs(); lines = LinedefsFromMarkedVertices(false, true, false); foreach(Linedef l in lines) l.Selected = true; ClearMarkedSectors(true); foreach(Linedef l in linedefs) { if(!l.Selected) { if(l.Front != null) l.Front.Sector.Marked = false; if(l.Back != null) l.Back.Sector.Marked = false; } } ClearSelectedLinedefs(); ClearSelectedVertices(); if(InSelectionType(source, SelectionType.Sectors)) { foreach(Sector s in General.Map.Map.Sectors) { if(s.Selected || (s.Marked && s.Sidedefs.Count > 0)) { s.Selected = true; foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true; } } } else { foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked && s.Sidedefs.Count > 0) { s.Selected = true; foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true; } else { s.Selected = false; } } } break; default: throw new ArgumentException("Unsupported selection target conversion"); } // New selection type sel_type = target; } /// This clears all selected items public void ClearAllSelected() { ClearSelectedVertices(); ClearSelectedThings(); ClearSelectedLinedefs(); ClearSelectedSectors(); } /// This clears selected vertices. public void ClearSelectedVertices() { sel_vertices.Clear(); foreach(Vertex v in vertices) v.Selected = false; } /// This clears selected things. public void ClearSelectedThings() { sel_things.Clear(); foreach(Thing t in things) t.Selected = false; } /// This clears selected linedefs. public void ClearSelectedLinedefs() { sel_linedefs.Clear(); foreach(Linedef l in linedefs) l.Selected = false; } /// This clears selected sectors. public void ClearSelectedSectors() { sel_sectors.Clear(); foreach(Sector s in sectors) s.Selected = false; } /// Returns a collection of vertices that match a selected state. public ICollection GetSelectedVertices(bool selected) { if(selected) { return new List(sel_vertices); } else { List list = new List(numvertices - sel_vertices.Count); foreach(Vertex v in vertices) if(!v.Selected) list.Add(v); return list; } } /// Returns a collection of things that match a selected state. public ICollection GetSelectedThings(bool selected) { if(selected) { return new List(sel_things); } else { List list = new List(numthings - sel_things.Count); foreach(Thing t in things) if(!t.Selected) list.Add(t); return list; } } /// Returns a collection of linedefs that match a selected state. public ICollection GetSelectedLinedefs(bool selected) { if(selected) { return new List(sel_linedefs); } else { List list = new List(numlinedefs - sel_linedefs.Count); foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l); return list; } } /// Returns a collection of sidedefs that match a selected linedefs state. public ICollection GetSidedefsFromSelectedLinedefs(bool selected) { if(selected) { List list = new List(sel_linedefs.Count); foreach(Linedef ld in sel_linedefs) { if(ld.Front != null) list.Add(ld.Front); if(ld.Back != null) list.Add(ld.Back); } return list; } else { List list = new List(numlinedefs - sel_linedefs.Count); foreach(Linedef ld in linedefs) { if(!ld.Selected && (ld.Front != null)) list.Add(ld.Front); if(!ld.Selected && (ld.Back != null)) list.Add(ld.Back); } return list; } } /// Returns a collection of sectors that match a selected state. public ICollection GetSelectedSectors(bool selected) { if(selected) { return new List(sel_sectors); } else { List list = new List(numsectors - sel_sectors.Count); foreach(Sector s in sectors) if(!s.Selected) list.Add(s); return list; } } /// This selects or deselectes geometry based on marked elements. public void SelectMarkedGeometry(bool mark, bool select) { SelectMarkedVertices(mark, select); SelectMarkedLinedefs(mark, select); SelectMarkedSectors(mark, select); SelectMarkedThings(mark, select); } /// This selects or deselectes geometry based on marked elements. public void SelectMarkedVertices(bool mark, bool select) { foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select; } /// This selects or deselectes geometry based on marked elements. public void SelectMarkedLinedefs(bool mark, bool select) { foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select; } /// This selects or deselectes geometry based on marked elements. public void SelectMarkedSectors(bool mark, bool select) { foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select; } /// This selects or deselectes geometry based on marked elements. public void SelectMarkedThings(bool mark, bool select) { foreach(Thing t in things) if(t.Marked == mark) t.Selected = select; } #endregion #region ================== Selection groups /// This selects geometry by selection group index. public void SelectVerticesByGroup(int groupmask) { foreach(Vertex e in vertices) e.SelectByGroup(groupmask); } /// This selects geometry by selection group index. public void SelectLinedefsByGroup(int groupmask) { foreach(Linedef e in linedefs) e.SelectByGroup(groupmask); } /// This selects geometry by selection group index. public void SelectSectorsByGroup(int groupmask) { foreach(Sector e in sectors) e.SelectByGroup(groupmask); } /// This selects geometry by selection group index. public void SelectThingsByGroup(int groupmask) { foreach(Thing e in things) e.SelectByGroup(groupmask); } /// This adds the current selection to the specified selection group. //mxd. switched groupmask to groupindex public void AddSelectionToGroup(int groupindex) { int groupmask = 0x01 << groupindex; foreach(Vertex e in vertices) if(e.Selected) e.AddToGroup(groupmask); foreach(Linedef e in linedefs) if(e.Selected) e.AddToGroup(groupmask); foreach(Sector e in sectors) if(e.Selected) e.AddToGroup(groupmask); foreach(Thing e in things) if(e.Selected) e.AddToGroup(groupmask); } /// This clears specified selection group. //mxd public void ClearGroup(int groupmask) { foreach(Vertex e in vertices) e.RemoveFromGroup(groupmask); foreach(Linedef e in linedefs) e.RemoveFromGroup(groupmask); foreach(Sector e in sectors) e.RemoveFromGroup(groupmask); foreach(Thing e in things) e.RemoveFromGroup(groupmask); } //mxd internal GroupInfo GetGroupInfo(int groupindex) { int numSectors = 0; int numLines = 0; int numVerts = 0; int numThings = 0; int groupmask = 0x01 << groupindex; foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) numVerts++; //mxd foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) numLines++; //mxd foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) numSectors++; //mxd foreach(Thing e in things) if(e.IsInGroup(groupmask)) numThings++; //mxd return new GroupInfo(groupindex + 1, numSectors, numLines, numVerts, numThings); } //mxd internal void WriteSelectionGroups(Configuration cfg) { // Fill structure IDictionary groups = new ListDictionary(); for(int i = 0; i < 10; i++) { IDictionary group = new ListDictionary(); int groupmask = 0x01 << i; //store verts List indices = new List(); foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString()); if(indices.Count > 0) group.Add("vertices", string.Join(" ", indices.ToArray())); //store linedefs indices.Clear(); foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString()); if(indices.Count > 0) group.Add("linedefs", string.Join(" ", indices.ToArray())); //store sectors indices.Clear(); foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString()); if(indices.Count > 0) group.Add("sectors", string.Join(" ", indices.ToArray())); //store things indices.Clear(); foreach(Thing e in things) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString()); if(indices.Count > 0) group.Add("things", string.Join(" ", indices.ToArray())); //add to main collection if(group.Count > 0) groups.Add(i, group); } // Write to config if(groups.Count > 0) cfg.WriteSetting(SELECTION_GROUPS_PATH, groups); } //mxd internal void ReadSelectionGroups(Configuration cfg) { IDictionary grouplist = cfg.ReadSetting(SELECTION_GROUPS_PATH, new Hashtable()); foreach(DictionaryEntry mp in grouplist) { // Item is a structure? if(mp.Value is IDictionary) { //get group number int groupnum; if(!int.TryParse(mp.Key as string, out groupnum)) continue; int groupmask = 0x01 << General.Clamp(groupnum, 0, 10); IDictionary groupinfo = (IDictionary)mp.Value; if(groupinfo.Contains("vertices")) { string s = groupinfo["vertices"] as string; if(!string.IsNullOrEmpty(s)) { List indices = GetIndices(s); foreach(int index in indices) { if(index > vertices.Length) continue; vertices[index].AddToGroup(groupmask); } } } if(groupinfo.Contains("linedefs")) { string s = groupinfo["linedefs"] as string; if(!string.IsNullOrEmpty(s)) { List indices = GetIndices(s); foreach(int index in indices) { if(index > linedefs.Length) continue; linedefs[index].AddToGroup(groupmask); } } } if(groupinfo.Contains("sectors")) { string s = groupinfo["sectors"] as string; if(!string.IsNullOrEmpty(s)) { List indices = GetIndices(s); foreach(int index in indices) { if(index > sectors.Length) continue; sectors[index].AddToGroup(groupmask); } } } if(groupinfo.Contains("things")) { string s = groupinfo["things"] as string; if(!string.IsNullOrEmpty(s)) { List indices = GetIndices(s); foreach(int index in indices) { if(index > things.Length) continue; things[index].AddToGroup(groupmask); } } } } } } //mxd private static List GetIndices(string input) { string[] parts = input.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries); int index; List result = new List(parts.Length); foreach(string part in parts) if(int.TryParse(part, out index)) result.Add(index); return result; } #endregion #region ================== Marking /// This clears all marks on all elements. public void ClearAllMarks(bool mark) { ClearMarkedVertices(mark); ClearMarkedThings(mark); ClearMarkedLinedefs(mark); ClearMarkedSectors(mark); ClearMarkedSidedefs(mark); } /// This clears all marks on all vertices. public void ClearMarkedVertices(bool mark) { foreach(Vertex v in vertices) v.Marked = mark; } /// This clears all marks on all things. public void ClearMarkedThings(bool mark) { foreach(Thing t in things) t.Marked = mark; } /// This clears all marks on all linedefs. public void ClearMarkedLinedefs(bool mark) { foreach(Linedef l in linedefs) l.Marked = mark; } /// This clears all marks on all sidedefs. public void ClearMarkedSidedefs(bool mark) { foreach(Sidedef s in sidedefs) s.Marked = mark; } /// This clears all marks on all sectors. public void ClearMarkedSectors(bool mark) { foreach(Sector s in sectors) s.Marked = mark; } /// This inverts all marks on all elements. public void InvertAllMarks() { InvertMarkedVertices(); InvertMarkedThings(); InvertMarkedLinedefs(); InvertMarkedSectors(); InvertMarkedSidedefs(); } /// This inverts all marks on all vertices. public void InvertMarkedVertices() { foreach(Vertex v in vertices) v.Marked = !v.Marked; } /// This inverts all marks on all things. public void InvertMarkedThings() { foreach(Thing t in things) t.Marked = !t.Marked; } /// This inverts all marks on all linedefs. public void InvertMarkedLinedefs() { foreach(Linedef l in linedefs) l.Marked = !l.Marked; } /// This inverts all marks on all sidedefs. public void InvertMarkedSidedefs() { foreach(Sidedef s in sidedefs) s.Marked = !s.Marked; } /// This inverts all marks on all sectors. public void InvertMarkedSectors() { foreach(Sector s in sectors) s.Marked = !s.Marked; } /// Returns a collection of vertices that match a marked state. public List GetMarkedVertices(bool mark) { List list = new List(numvertices >> 1); foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v); return list; } /// Returns a collection of things that match a marked state. public List GetMarkedThings(bool mark) { List list = new List(numthings >> 1); foreach(Thing t in things) if(t.Marked == mark) list.Add(t); return list; } /// Returns a collection of linedefs that match a marked state. public List GetMarkedLinedefs(bool mark) { List list = new List(numlinedefs >> 1); foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l); return list; } /// Returns a collection of sidedefs that match a marked state. public List GetMarkedSidedefs(bool mark) { List list = new List(numsidedefs >> 1); foreach(Sidedef s in sidedefs) if(s.Marked == mark) list.Add(s); return list; } /// Returns a collection of sectors that match a marked state. public List GetMarkedSectors(bool mark) { List list = new List(numsectors >> 1); foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s); return list; } /// This marks vertices based on selected vertices. public void MarkSelectedVertices(bool selected, bool mark) { foreach(Vertex v in sel_vertices) v.Marked = mark; } /// This marks linedefs based on selected linedefs. public void MarkSelectedLinedefs(bool selected, bool mark) { foreach(Linedef l in sel_linedefs) l.Marked = mark; } /// This marks sectors based on selected sectors. public void MarkSelectedSectors(bool selected, bool mark) { foreach(Sector s in sel_sectors) s.Marked = mark; } /// This marks things based on selected things. public void MarkSelectedThings(bool selected, bool mark) { foreach(Thing t in sel_things) t.Marked = mark; } /// /// This marks the front and back sidedefs on linedefs with the matching mark. /// public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark) { foreach(Linedef l in linedefs) { if(l.Marked == matchmark) { if(l.Front != null) l.Front.Marked = setmark; if(l.Back != null) l.Back.Marked = setmark; } } } /// /// This marks the sidedefs that make up the sectors with the matching mark. /// public void MarkSidedefsFromSectors(bool matchmark, bool setmark) { foreach(Sidedef sd in sidedefs) { if(sd.Sector.Marked == matchmark) sd.Marked = setmark; } } /// /// Returns a collection of vertices that match a marked state on the linedefs. /// public ICollection GetVerticesFromLinesMarks(bool mark) { List list = new List(numvertices >> 1); foreach(Vertex v in vertices) { foreach(Linedef l in v.Linedefs) { if(l.Marked == mark) { list.Add(v); break; } } } return list; } /// /// Returns a collection of vertices that match a marked state on the linedefs. /// The difference with GetVerticesFromLinesMarks is that in this method /// ALL linedefs of a vertex must match the specified marked state. /// public ICollection GetVerticesFromAllLinesMarks(bool mark) { List list = new List(numvertices >> 1); foreach(Vertex v in vertices) { bool qualified = true; foreach(Linedef l in v.Linedefs) { if(l.Marked != mark) { qualified = false; break; } } if(qualified) list.Add(v); } return list; } /// /// Returns a collection of vertices that match a marked state on the linedefs. /// public ICollection GetVerticesFromSectorsMarks(bool mark) { List list = new List(numvertices >> 1); foreach(Vertex v in vertices) { foreach(Linedef l in v.Linedefs) { if(((l.Front != null) && (l.Front.Sector != null) && (l.Front.Sector.Marked == mark)) || ((l.Back != null) && (l.Back.Sector != null) && (l.Back.Sector.Marked == mark))) { list.Add(v); break; } } } return list; } /// /// This marks all selected geometry, including sidedefs from sectors. /// When sidedefsfromsectors is true, then the sidedefs are marked according to the /// marked sectors. Otherwise the sidedefs are marked according to the marked linedefs. /// public void MarkAllSelectedGeometry(bool mark, bool linedefsfromvertices, bool verticesfromlinedefs, bool sectorsfromlinedefs, bool sidedefsfromsectors) { General.Map.Map.ClearAllMarks(!mark); // Direct vertices General.Map.Map.MarkSelectedVertices(true, mark); // Direct linedefs General.Map.Map.MarkSelectedLinedefs(true, mark); // Linedefs from vertices // We do this before "vertices from lines" because otherwise we get lines marked that we didn't select if(linedefsfromvertices) { ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark); foreach(Linedef l in lines) l.Marked = mark; } // Vertices from linedefs if(verticesfromlinedefs) { ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(mark); foreach(Vertex v in verts) v.Marked = mark; } // Mark sectors from linedefs (note: this must be the first to mark // sectors, because this clears the sector marks!) if(sectorsfromlinedefs) { General.Map.Map.ClearMarkedSectors(mark); foreach(Linedef l in General.Map.Map.Linedefs) { if(!l.Selected) { if(l.Front != null) l.Front.Sector.Marked = !mark; if(l.Back != null) l.Back.Sector.Marked = !mark; } } } // Direct sectors General.Map.Map.MarkSelectedSectors(true, mark); // Direct things General.Map.Map.MarkSelectedThings(true, mark); // Sidedefs from linedefs or sectors if(sidedefsfromsectors) General.Map.Map.MarkSidedefsFromSectors(true, mark); else General.Map.Map.MarkSidedefsFromLinedefs(true, mark); } #endregion #region ================== Indexing /// /// Returns the vertex at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Vertex GetVertexByIndex(int index) { return index < numvertices ? vertices[index] : null; } /// /// Returns the linedef at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Linedef GetLinedefByIndex(int index) { return index < numlinedefs ? linedefs[index] : null; } /// /// Returns the sidedef at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Sidedef GetSidedefByIndex(int index) { return index < numsidedefs ? sidedefs[index] : null; } /// /// Returns the sector at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Sector GetSectorByIndex(int index) { return index < numsectors ? sectors[index] : null; } /// /// Returns the thing at the specified index. Returns null when index is out of range. This is an O(1) operation. /// public Thing GetThingByIndex(int index) { return index < numthings ? things[index] : null; } #endregion #region ================== Areas /// This creates an initial, undefined area. public static RectangleF CreateEmptyArea() { return new RectangleF(float.MaxValue / 2, float.MaxValue / 2, -float.MaxValue, -float.MaxValue); } /// This creates an area from vertices. public static RectangleF CreateArea(ICollection verts) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = float.MaxValue; float t = float.MaxValue; float r = float.MinValue; float b = float.MinValue; // Go for all vertices foreach(Vertex v in verts) { // Adjust boundaries by vertices if(v.Position.x < l) l = (float)v.Position.x; if(v.Position.x > r) r = (float)v.Position.x; if(v.Position.y < t) t = (float)v.Position.y; if(v.Position.y > b) b = (float)v.Position.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This increases and existing area with the given vertices. public static RectangleF IncreaseArea(RectangleF area, ICollection verts) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = area.Left; float t = area.Top; float r = area.Right; float b = area.Bottom; // Go for all vertices foreach(Vertex v in verts) { // Adjust boundaries by vertices if(v.Position.x < l) l = (float)v.Position.x; if(v.Position.x > r) r = (float)v.Position.x; if(v.Position.y < t) t = (float)v.Position.y; if(v.Position.y > b) b = (float)v.Position.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This increases and existing area with the given things. public static RectangleF IncreaseArea(RectangleF area, ICollection things) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = area.Left; float t = area.Top; float r = area.Right; float b = area.Bottom; // Go for all vertices foreach(Thing th in things) { // Adjust boundaries by vertices if(th.Position.x < l) l = (float)th.Position.x; if(th.Position.x > r) r = (float)th.Position.x; if(th.Position.y < t) t = (float)th.Position.y; if(th.Position.y > b) b = (float)th.Position.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This increases and existing area with the given vertices. public static RectangleF IncreaseArea(RectangleF area, ICollection verts) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = area.Left; float t = area.Top; float r = area.Right; float b = area.Bottom; // Go for all vertices foreach(Vector2D v in verts) { // Adjust boundaries by vertices if(v.x < l) l = (float)v.x; if(v.x > r) r = (float)v.x; if(v.y < t) t = (float)v.y; if(v.y > b) b = (float)v.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This increases and existing area with the given vertex. public static RectangleF IncreaseArea(RectangleF area, Vector2D vert) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = area.Left; float t = area.Top; float r = area.Right; float b = area.Bottom; // Adjust boundaries by vertices if(vert.x < l) l = (float)vert.x; if(vert.x > r) r = (float)vert.x; if(vert.y < t) t = (float)vert.y; if(vert.y > b) b = (float)vert.y; // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This creates an area from linedefs. public static RectangleF CreateArea(ICollection lines) { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = float.MaxValue; float t = float.MaxValue; float r = float.MinValue; float b = float.MinValue; // Go for all linedefs foreach(Linedef ld in lines) { // Adjust boundaries by vertices if(ld.Start.Position.x < l) l = (float)ld.Start.Position.x; if(ld.Start.Position.x > r) r = (float)ld.Start.Position.x; if(ld.Start.Position.y < t) t = (float)ld.Start.Position.y; if(ld.Start.Position.y > b) b = (float)ld.Start.Position.y; if(ld.End.Position.x < l) l = (float)ld.End.Position.x; if(ld.End.Position.x > r) r = (float)ld.End.Position.x; if(ld.End.Position.y < t) t = (float)ld.End.Position.y; if(ld.End.Position.y > b) b = (float)ld.End.Position.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This increases and existing area with the given linedefs. public static RectangleF IncreaseArea(RectangleF area, ICollection lines) //mxd { // Do NOT use double here, otherwise the width and height of the RectangleF will become NaN float l = area.Left; float t = area.Top; float r = area.Right; float b = area.Bottom; // Go for all vertices foreach(Linedef ld in lines) { // Adjust boundaries by vertices if(ld.Start.Position.x < l) l = (float)ld.Start.Position.x; if(ld.Start.Position.x > r) r = (float)ld.Start.Position.x; if(ld.Start.Position.y < t) t = (float)ld.Start.Position.y; if(ld.Start.Position.y > b) b = (float)ld.Start.Position.y; if(ld.End.Position.x < l) l = (float)ld.End.Position.x; if(ld.End.Position.x > r) r = (float)ld.End.Position.x; if(ld.End.Position.y < t) t = (float)ld.End.Position.y; if(ld.End.Position.y > b) b = (float)ld.End.Position.y; } // Return a rect return new RectangleF(l, t, r - l, b - t); } /// This filters lines by a rectangular area. public static HashSet FilterByArea(ICollection lines, ref RectangleF area) { HashSet newlines = new HashSet(); // Go for all lines foreach(Linedef l in lines) { // Check the cs field bits if((GetCSFieldBits(l.Start.Position, area) & GetCSFieldBits(l.End.Position, 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 vector in a rectangle area public static int GetCSFieldBits(Vector2D v, RectangleF area) { int 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 rectangular area. public static ICollection FilterByArea(ICollection verts, ref RectangleF area) { ICollection newverts = new List(verts.Count); // Go for all verts foreach(Vertex v in verts) { // Within rect? if((v.Position.x < area.Left) || (v.Position.x > area.Right) || (v.Position.y < area.Top) || (v.Position.y > area.Bottom)) continue; // The vertex is in the area newverts.Add(v); } // Return result return newverts; } #endregion #region ================== Stitching /// /// Stitches marked geometry with non-marked geometry. Returns false when the operation failed. /// public bool StitchGeometry() { return StitchGeometry(MergeGeometryMode.CLASSIC); } //mxd. Compatibility public bool StitchGeometry(MergeGeometryMode mergemode) { // Find vertices HashSet movingverts = new HashSet(General.Map.Map.GetMarkedVertices(true)); HashSet fixedverts = new HashSet(General.Map.Map.GetMarkedVertices(false)); // Find lines that moved during the drag HashSet movinglines = new HashSet(LinedefsFromMarkedVertices(false, true, true)); // Find all non-moving lines HashSet fixedlines = new HashSet(LinedefsFromMarkedVertices(true, false, false)); // Determine area in which we are editing RectangleF editarea = CreateArea(movinglines); editarea = IncreaseArea(editarea, movingverts); editarea.Inflate(1.0f, 1.0f); // Join nearby vertices BeginAddRemove(); JoinVertices(fixedverts, movingverts, true, STITCH_DISTANCE); EndAddRemove(); // Update cached values of lines because we need their length/angle Update(true, false); BeginAddRemove(); // Split moving lines with unselected vertices ICollection nearbyfixedverts = FilterByArea(fixedverts, ref editarea); if (!SplitLinesByVertices(movinglines, nearbyfixedverts, STITCH_DISTANCE, movinglines, mergemode)) { EndAddRemove(); // Unfreeze arrays before returning return false; } // Split non-moving lines with selected vertices fixedlines = new HashSet(fixedlines.Where(fixedline => !fixedline.IsDisposed)); if (!SplitLinesByVertices(fixedlines, movingverts, STITCH_DISTANCE, movinglines, mergemode)) { EndAddRemove(); // Unfreeze arrays before returning return false; } //mxd. Split moving lines with fixed lines if (!SplitLinesByLines(fixedlines, movinglines, mergemode)) { EndAddRemove(); // Unfreeze arrays before returning return false; } // Remove looped linedefs RemoveLoopedLinedefs(movinglines); // Join overlapping lines if (!JoinOverlappingLines(movinglines)) { EndAddRemove(); // Unfreeze arrays before returning return false; } //mxd. Remove remaining new verts from dragged shape if possible if(mergemode == MergeGeometryMode.REPLACE) { // Collect verts created by splitting. Can't use GetMarkedVertices here, because we are in the middle of AddRemove HashSet tocheck = new HashSet(); foreach(Vertex v in vertices) { if(v != null && v.Marked && !movingverts.Contains(v)) tocheck.Add(v); } // Remove verts, which are not part of initially dragged verts foreach(Vertex v in tocheck) { if(!v.IsDisposed && v.Linedefs.Count == 2) { Linedef ld1 = General.GetByIndex(v.Linedefs, 0); Linedef ld2 = General.GetByIndex(v.Linedefs, 1); Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start; if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2); ld2.Dispose(); // Trash vertex v.Dispose(); } } } EndAddRemove(); // Collect changed lines... We need those in by-vertex-index order // (otherwise SectorBuilder logic in some cases will incorrectly assign sector propertes) List markedverts = GetMarkedVertices(true); List changedlines = new List(markedverts.Count / 2); HashSet changedlineshash = new HashSet(); foreach(Vertex v in markedverts) { foreach(Linedef l in v.Linedefs) { if(!changedlineshash.Contains(l)) { changedlines.Add(l); changedlineshash.Add(l); } } } //mxd. Correct sector references if(mergemode != MergeGeometryMode.CLASSIC) { // Linedefs cache needs to be up to date... Update(true, false); // Fix stuff... CorrectSectorReferences(changedlines, true); CorrectOuterSides(new HashSet(changedlines)); // Mark only fully selected sectors ClearMarkedSectors(false); HashSet changedsectors = GetSectorsFromLinedefs(changedlines); foreach(Sector s in changedsectors) s.Marked = true; } else { FlipBackwardLinedefs(changedlines); } return true; } //mxd. Shameless SLADEMap::correctSectors ripoff... Corrects/builds sectors for all lines in [lines] private static void CorrectSectorReferences(List lines, bool existing_only) { //DebugConsole.Clear(); //DebugConsole.WriteLine("CorrectSectorReferences for " + lines.Count + " lines"); // ano - set a bunch of foreaches to be for()s because they're faster // Create a list of sidedefs to perform sector creation with List edges = new List(); if(existing_only) { int lineCount = lines.Count; for(int i = 0; i < lineCount; i++) { Linedef l = lines[i]; // Add only existing sides as edges (or front side if line has none) if(l.Front != null || l.Back == null) edges.Add(new LinedefSide(l, true)); if(l.Back != null) edges.Add(new LinedefSide(l, false)); } } else { int lineCount = lines.Count; for (int i = 0; i < lineCount; i++) { Linedef l = lines[i]; // Add front side edges.Add(new LinedefSide(l, true)); // Add back side if there's a sector if(General.Map.Map.GetSectorByCoordinates(l.GetSidePoint(false)) != null) edges.Add(new LinedefSide(l, false)); } } HashSet sides_correct = new HashSet(); int edgeCount = edges.Count; for (int i = 0; i < edgeCount; i++) { LinedefSide ls = edges[i]; if (ls.Front && ls.Line.Front != null) sides_correct.Add(ls.Line.Front); else if(!ls.Front && ls.Line.Back != null) sides_correct.Add(ls.Line.Back); } //mxd. Get affected sectors HashSet affectedsectors = new HashSet(General.Map.Map.GetSelectedSectors(true)); affectedsectors.UnionWith(General.Map.Map.GetUnselectedSectorsFromLinedefs(lines)); //mxd. Collect their sidedefs HashSet sectorsides = new HashSet(); foreach(Sector s in affectedsectors) sectorsides.UnionWith(s.Sidedefs); // Build sectors SectorBuilder builder = new SectorBuilder(); List sectors_reused = new List(); for (int i = 0; i < edgeCount; i++) { LinedefSide ls = edges[i]; // Skip if edge is ignored //DebugConsole.WriteLine((ls.Ignore ? "Ignoring line " : "Processing line ") + ls.Line.Index); if (ls.Ignore) continue; // Run sector builder on current edge Stopwatch watch = new Stopwatch(); watch.Start(); if (!builder.TraceSector(ls.Line, ls.Front)) { //General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms, failed!", watch.ElapsedMilliseconds)); continue; // Don't create sector if trace failed } //General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms", watch.ElapsedMilliseconds)); // Find any subsequent edges that were part of the sector created bool has_existing_lines = false; bool has_existing_sides = false; //bool has_zero_sided_lines = false; bool has_dragged_sides = false; //mxd List edges_in_sector = new List(); foreach(LinedefSide edge in builder.SectorEdges) { bool line_is_ours = false; bool side_exists = (edge.Front ? edge.Line.Front != null : edge.Line.Back != null); //mxd if(side_exists && sectorsides.Contains(edge.Front ? edge.Line.Front : edge.Line.Back)) has_dragged_sides = true; //mxd for (int k = 0; k < edgeCount; k++) { LinedefSide ls2 = edges[k]; if (ls2.Line == edge.Line) { line_is_ours = true; if(ls2.Front == edge.Front) { edges_in_sector.Add(ls2); break; } } } // ano - so this inner part was already commented out // so i just put the /* */ around it /*if(line_is_ours) { //if(edge.Line.Front == null && edge.Line.Back == null) //has_zero_sided_lines = true; } else*/ if(!line_is_ours) { has_existing_lines = true; has_existing_sides |= side_exists; //mxd } } // Pasting or moving a two-sided line into an enclosed void should NOT // create a new sector out of the entire void. // Heuristic: if the traced sector includes any edges that are NOT // "ours", and NONE of those edges already exist, that sector must be // in an enclosed void, and should not be drawn. // However, if existing_only is false, the caller expects us to create // new sides anyway; skip this check. if(existing_only && has_existing_lines && !has_existing_sides && !has_dragged_sides) continue; // Ignore traced edges when trying to create any further sectors foreach(LinedefSide ls3 in edges_in_sector) ls3.Ignore = true; // Check if sector traced is already valid if(builder.IsValidSector()) continue; // Check if we traced over an existing sector (or part of one) Sector sector = builder.FindExistingSector(sides_correct); if(sector != null) { // Check if it's already been (re)used bool reused = false; foreach(Sector s in sectors_reused) { if(s == sector) { reused = true; break; } } // If we can reuse the sector, do so if(!reused) sectors_reused.Add(sector); else sector = null; } // Create sector builder.CreateSector(sector, null); } // Remove any sides that weren't part of a sector for (int i = 0; i < edgeCount; i++) { LinedefSide ls = edges[i]; if (ls.Ignore || ls.Line == null) continue; if (ls.Line.Start == null || ls.Line.End == null) throw new Exception("ls line is null"); if(ls.Front) { if(ls.Line.Front != null) { ls.Line.Front.Dispose(); // Update doublesided flag ls.Line.ApplySidedFlags(); } } else { if(ls.Line.Back != null) { ls.Line.Back.Dispose(); // Update doublesided flag ls.Line.ApplySidedFlags(); } } } // Check if any lines need to be flipped FlipBackwardLinedefs(lines); // Find an adjacent sector to copy properties from Sector sector_copy = null; foreach(Linedef l in lines) { // Check front sector Sector sector = (l.Front != null ? l.Front.Sector : null); if(sector != null && !sector.Marked) { // Copy this sector if it isn't newly created sector_copy = sector; break; } // Check back sector sector = (l.Back != null ? l.Back.Sector : null); if(sector != null && !sector.Marked) { // Copy this sector if it isn't newly created sector_copy = sector; break; } } // Go through newly created sectors List newsectors = General.Map.Map.GetMarkedSectors(true); //mxd foreach(Sector s in newsectors) { // Skip if sector already has properties if(s.CeilTexture != "-" || s.FloorTexture != "-" || s.FloorHeight != General.Settings.DefaultFloorHeight || s.CeilHeight != General.Settings.DefaultCeilingHeight) continue; // Copy from adjacent sector if any if(sector_copy != null) { sector_copy.CopyPropertiesTo(s); continue; } // Otherwise, use defaults from game configuration s.SetFloorTexture(General.Map.Options.DefaultFloorTexture); s.SetCeilTexture(General.Map.Options.DefaultCeilingTexture); s.FloorHeight = General.Settings.DefaultFloorHeight; s.CeilHeight = General.Settings.DefaultCeilingHeight; s.Brightness = General.Settings.DefaultBrightness; } // Update line textures List newsides = General.Map.Map.GetMarkedSidedefs(true); foreach(Sidedef side in newsides) { // Clear any unneeded textures side.RemoveUnneededTextures(side.Other != null, false, true); // Set middle texture if needed if(side.MiddleRequired() && side.MiddleTexture == "-") { // Find adjacent texture (any) string tex = GetAdjacentMiddleTexture(side.Line.Start); if(tex == "-") tex = GetAdjacentMiddleTexture(side.Line.End); // If no adjacent texture, get default from game configuration if(tex == "-") tex = General.Settings.DefaultTexture; // Set texture side.SetTextureMid(tex); } // Update sided flags side.Line.ApplySidedFlags(); } // Remove any extra sectors General.Map.Map.RemoveUnusedSectors(false); } //mxd. Try to create outer sidedefs if needed private static void CorrectOuterSides(HashSet changedlines) { HashSet linesmissingfront = new HashSet(); HashSet linesmissingback = new HashSet(); // Collect lines without front/back sides foreach(Linedef line in changedlines) { if(line.Back == null) linesmissingback.Add(line); if(line.Front == null) linesmissingfront.Add(line); } // Anything to do? if(linesmissingfront.Count == 0 && linesmissingback.Count == 0) return; // Let's use a blockmap... RectangleF area = CreateArea(linesmissingfront); area = IncreaseArea(area, linesmissingback); BlockMap blockmap = new BlockMap(area); blockmap.AddSectorsSet(General.Map.Map.Sectors); // Find sectors to join singlesided lines Dictionary linefrontsectorref = new Dictionary(); foreach(Linedef line in linesmissingfront) { // Line is now inside a sector? Sector nearest = FindSectorContaining(blockmap, line); // We can reattach our line! if(nearest != null) linefrontsectorref[line] = nearest; } Dictionary linebacksectorref = new Dictionary(); foreach(Linedef line in linesmissingback) { // Line is now inside a sector? Sector nearest = FindSectorContaining(blockmap, line); // We can reattach our line! if(nearest != null) linebacksectorref[line] = nearest; } // Check single-sided lines. Add new sidedefs if necessary // Key is dragged single-sided line, value is a sector dragged line ended up in. foreach(KeyValuePair group in linefrontsectorref) { Linedef line = group.Key; // Create new sidedef Sidedef newside = General.Map.Map.CreateSidedef(line, true, group.Value); // Copy props from the other side Sidedef propssource = (line.Front ?? line.Back); propssource.CopyPropertiesTo(newside); // Correct the linedef if((line.Front == null) && (line.Back != null)) { line.FlipVertices(); line.FlipSidedefs(); } // Adjust textures if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true); if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true); // Correct the sided flags line.ApplySidedFlags(); } foreach(KeyValuePair group in linebacksectorref) { Linedef line = group.Key; // Create new sidedef Sidedef newside = General.Map.Map.CreateSidedef(line, false, group.Value); // Copy props from the other side Sidedef propssource = (line.Front ?? line.Back); propssource.CopyPropertiesTo(newside); // Correct the linedef if((line.Front == null) && (line.Back != null)) { line.FlipVertices(); line.FlipSidedefs(); } // Adjust textures if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true); if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true); // Correct the sided flags line.ApplySidedFlags(); } } //mxd private static Sector FindSectorContaining(BlockMap sectorsmap, Linedef line) { HashSet blocks = new HashSet { sectorsmap.GetBlockAt(line.Start.Position), sectorsmap.GetBlockAt(line.End.Position), }; foreach(BlockEntry be in blocks) { foreach(Sector sector in be.Sectors) { // Check if target line is inside the found sector if(sector.Intersect(line.Start.Position, false) && sector.Intersect(line.End.Position, false)) return sector; } } return null; } //mxd private static string GetAdjacentMiddleTexture(Vertex v) { // Go through adjacent lines foreach(Linedef l in v.Linedefs) { if(l.Front != null && l.Front.MiddleTexture != "-") return l.Front.MiddleTexture; if(l.Back != null && l.Back.MiddleTexture != "-") return l.Back.MiddleTexture; } return "-"; } #endregion #region ================== Geometry Tools /// This removes any virtual sectors in the map and returns the number of sectors removed. public int RemoveVirtualSectors() { int count = 0; int index = 0; // Go for all sectors while(index < numsectors) { // Remove when virtual if(sectors[index].Fields.ContainsKey(VIRTUAL_SECTOR_FIELD)) { sectors[index].Dispose(); count++; } else { index++; } } return count; } /// This removes unused sectors and returns the number of removed sectors. public int RemoveUnusedSectors(bool reportwarnings) { int count = 0; int index = numsectors - 1; // Go for all sectors while(index >= 0) { // Remove when unused if(sectors[index].Sidedefs.Count == 0) { if(reportwarnings) General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed."); sectors[index].Dispose(); count++; } index--; } return count; } /// This joins overlapping lines together. Returns false when the operation failed. public static bool JoinOverlappingLines(ICollection lines) { 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) { //mxd. The same line? if(l1.Index == l2.Index) continue; // Sharing vertices? if(l1.End == l2.End || l1.End == l2.Start) { bool oppositedirection = (l1.End == l2.Start); bool l2marked = l2.Marked; // Merge these two linedefs while(lines.Remove(l2)); if(!l2.Join(l1)) return false; // If l2 was marked as new geometry, we have to make sure // that l1's FrontInterior is correct for the drawing procedure if(l2marked) { l1.FrontInterior = l2.FrontInterior ^ oppositedirection; } // If l1 is marked as new geometry, we may need to flip it to preserve // orientation of the original geometry, and update its FrontInterior else if(l1.Marked) { if(oppositedirection) { l1.FlipVertices(); // This also flips FrontInterior l1.FlipSidedefs(); } } 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) { //mxd. The same line? if(l1.Index == l2.Index) continue; // Sharing vertices? if(l1.Start == l2.End || l1.Start == l2.Start) { bool oppositedirection = (l1.Start == l2.End); bool l2marked = l2.Marked; // Merge these two linedefs while(lines.Remove(l2)); if(!l2.Join(l1)) return false; // If l2 was marked as new geometry, we have to make sure // that l1's FrontInterior is correct for the drawing procedure if(l2marked) { l1.FrontInterior = l2.FrontInterior ^ oppositedirection; } // If l1 is marked as new geometry, we may need to flip it to preserve // orientation of the original geometry, and update its FrontInterior else if(l1.Marked) { if(oppositedirection) { l1.FlipVertices(); // This also flips FrontInterior l1.FlipSidedefs(); } } joined = true; break; } } // Will have to restart when joined if(joined) break; } } while(joined); // Return result return true; } /// This removes looped linedefs (linedefs which reference the same vertex for /// start and end) and 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 (mxd. Or if both verts are null) if(l.Start == l.End || l.Start.Position == l.End.Position) { // 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 { //mxd. Create blockmap ICollection biggerset, smallerset; bool keepsmaller; if(set1.Count > set2.Count) { biggerset = set1; smallerset = set2; keepsmaller = !keepsecond; } else { biggerset = set2; smallerset = set1; keepsmaller = keepsecond; } RectangleF area = CreateArea(biggerset); BlockMap blockmap = new BlockMap(area); blockmap.AddVerticesSet(biggerset); // No joins yet joined = false; // Go for all vertices in the smaller set foreach(Vertex v1 in smallerset) { HashSet blocks = new HashSet { blockmap.GetBlockAt(v1.Position), blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y + joindist)), blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y - joindist)), blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y + joindist)), blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y - joindist)) }; foreach(BlockEntry be in blocks) { if(be == null) continue; foreach(Vertex v2 in be.Vertices) { // 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(keepsmaller) { // Join the first into the second // Second is kept, first is removed v1.Join(v2); biggerset.Remove(v1); smallerset.Remove(v1); } else { // Join the second into the first // First is kept, second is removed v2.Join(v1); biggerset.Remove(v2); smallerset.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 joins nearby vertices in the same collection public static int JoinVertices(List set, 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 for(int i = 0; i < set.Count - 1; i++) { for(int c = i + 1; c < set.Count; c++) { Vertex v1 = set[i]; Vertex v2 = set[c]; // Check if vertices are close enough if(v1.DistanceToSq(v2.Position) <= joindist2) { // Check if not the same vertex if(v1.Index != v2.Index) { // Move the second vertex to match the first v2.Move(v1.Position); // Join the second into the first v2.Join(v1); set.Remove(v2); // Count the join joinsdone++; joined = true; break; } } } } } while(joined); // Return result return joinsdone; } /// This corrects lines that have a back sidedef but no front sidedef by flipping them. Returns the number of flips made. public static int FlipBackwardLinedefs(ICollection lines) { int flipsdone = 0; // Examine all lines foreach(Linedef l in lines) { // Back side but no front side? if((l.Back != null) && (l.Front == null)) { // Flip that linedef! l.FlipVertices(); l.FlipSidedefs(); flipsdone++; } } // Return result return flipsdone; } /// This splits the given lines with the given vertices. All affected lines /// will be added to changedlines. Returns false when the operation failed. public static bool SplitLinesByVertices(ICollection lines, ICollection verts, float splitdist, ICollection changedlines) { return SplitLinesByVertices(lines, verts, splitdist, changedlines, MergeGeometryMode.CLASSIC); } public static bool SplitLinesByVertices(ICollection lines, ICollection verts, float splitdist, ICollection changedlines, MergeGeometryMode mergemode) { if(verts.Count == 0 || lines.Count == 0) return true; //mxd float splitdist2 = splitdist * splitdist; //mxd. Create blockmap RectangleF area = CreateArea(lines); IncreaseArea(area, verts); BlockMap blockmap = new BlockMap(area); blockmap.AddVerticesSet(verts); blockmap.AddLinedefsSet(lines); int bmWidth = blockmap.Size.Width; int bmHeight = blockmap.Size.Height; BlockEntry[,] bmap = blockmap.Map; //mxd HashSet splitverts = new HashSet(); HashSet changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet()); HashSet lineverts = new HashSet(); foreach(Linedef l in lines) { lineverts.Add(l.Start); lineverts.Add(l.End); } foreach (Vertex v in verts) { HashSet blocks; // If a vertex is in the very bottom left of it's block, and a linedef passes through the vertex it can // happen (depending on the linedef's direction) that the vertex and the linedef are not in the same // block. This will cause the linedef to not be split correctly. The prevent this we'll get all blocks // surrounding the vertex, since the linedef will definitely be in at least one of them. Otherwise // just take the block the vertex is in. if ((blockmap.Range.Left - (int)v.Position.x) % blockmap.BlockSize == 0 && (blockmap.Range.Bottom - (int)v.Position.y) % blockmap.BlockSize == 0) { blocks = blockmap.GetSquareRange(v.Position.x - 1, v.Position.y - 1, 2, 2); } else { blocks = new HashSet() { blockmap.GetBlockAt(v.Position) }; } foreach (BlockEntry be in blocks) { if (be == null) continue; for (int i = 0; i < be.Lines.Count; i++) { Linedef l = be.Lines[i]; // Check if v is close enough to l for splitting if (l.DistanceToSq(v.Position, true) <= splitdist2) { // Line is not already referencing v? Vector2D deltastart = l.Start.Position - v.Position; Vector2D deltaend = l.End.Position - v.Position; if (((Math.Abs(deltastart.x) > 0.001) || (Math.Abs(deltastart.y) > 0.001)) && ((Math.Abs(deltaend.x) > 0.001) || (Math.Abs(deltaend.y) > 0.001))) { // Split line l with vertex v Linedef nl = l.Split(v); if (nl == null) return false; v.Marked = true; //mxd splitverts.Add(v); //mxd // Add the new line to the list lines.Add(nl); blockmap.AddLinedef(nl); // Both lines must be updated because their new length is relevant for next iterations! l.UpdateCache(); nl.UpdateCache(); // Add both lines to changedlines if (changedlines != null) { changedlines.Add(l); changedlines.Add(nl); } } } } } } //mxd. Remove lines, which are inside affected sectors if(mergemode == MergeGeometryMode.REPLACE && changedsectors.Count > 0) { HashSet alllines = new HashSet(lines); if(changedlines != null) alllines.UnionWith(changedlines); foreach(Linedef l in alllines) l.UpdateCache(); foreach(Sector s in changedsectors) s.UpdateBBox(); foreach(Linedef l in alllines) { // Remove line when it's start, center and end are inside a changed sector and neither side references it if(l.Start != null && l.End != null && (l.Front == null || !changedsectors.Contains(l.Front.Sector)) && (l.Back == null || !changedsectors.Contains(l.Back.Sector))) { foreach(Sector s in changedsectors) { if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint())) { Vertex[] tocheck = { l.Start, l.End }; while(lines.Remove(l)); if(changedlines != null) while(changedlines.Remove(l)); l.Dispose(); foreach(Vertex v in tocheck) { // If the newly created vertex only has 2 linedefs attached, then merge the linedefs if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v)) { Linedef ld1 = General.GetByIndex(v.Linedefs, 0); Linedef ld2 = General.GetByIndex(v.Linedefs, 1); if(!ld1.Marked && !ld2.Marked) { Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start; if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2); while(lines.Remove(ld2)); if(changedlines != null) while(changedlines.Remove(ld2)); ld2.Dispose(); // Trash vertex v.Dispose(); } } } break; } } } } } // [ZZ] note: disposing a vertex means also disposing all attached linedefs! // we need to iterate through our lines collection and make sure no disposed linedefs exist there. // also, just in case, do it for vertices as well, because vertices can be chain-disposed. foreach (Linedef line in lines.Where(line => line.IsDisposed).ToList()) while (lines.Remove(line)); foreach (Vertex vert in verts.Where(vert => vert.IsDisposed).ToList()) while (verts.Remove(vert)); return true; } /// Splits lines by lines. Adds new lines to the second collection. Returns false when the operation failed. public static bool SplitLinesByLines(ICollection lines, HashSet changedlines, MergeGeometryMode mergemode) //mxd { if(lines.Count == 0 || changedlines.Count == 0 || mergemode == MergeGeometryMode.CLASSIC) return true; // Create blockmap HashSet verts = new HashSet(); //mxd foreach(Linedef l in lines) { verts.Add(l.Start); verts.Add(l.End); } foreach(Linedef l in changedlines) { verts.Add(l.Start); verts.Add(l.End); } RectangleF area = RectangleF.Union(CreateArea(lines), CreateArea(changedlines)); BlockMap blockmap = new BlockMap(area); blockmap.AddLinedefsSet(lines); blockmap.AddLinedefsSet(changedlines); blockmap.AddVerticesSet(verts); //mxd int bmWidth = blockmap.Size.Width; int bmHeight = blockmap.Size.Height; BlockEntry[,] bmap = blockmap.Map; //mxd HashSet splitverts = new HashSet(); HashSet changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet()); // Check for intersections for(int w = 0; w < bmWidth; w++) { for(int h = 0; h < bmHeight; h++) { BlockEntry block = bmap[w, h]; if(block.Lines.Count == 0) continue; for(int i = 0; i < block.Lines.Count; i++) { Linedef l1 = block.Lines[i]; for(int c = 0; c < block.Lines.Count; c++) { if(i == c) continue; Linedef l2 = block.Lines[c]; if(l1 == l2 || l1.Start.Position == l2.Start.Position || l1.Start.Position == l2.End.Position || l1.End.Position == l2.Start.Position || l1.End.Position == l2.End.Position) continue; // Check for intersection Vector2D intersection = Line2D.GetIntersectionPoint(new Line2D(l1), new Line2D(l2), true); if(!double.IsNaN(intersection.x)) { //mxd. Round to map format precision intersection.x = Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals); intersection.y = Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals); //mxd. Skip when intersection matches start/end position. // Otherwise infinite ammount of 0-length lines will be created... if( l1.Start.Position == intersection || l1.End.Position == intersection || l2.Start.Position == intersection || l2.End.Position == intersection) continue; //mxd. Do we already have a vertex here? bool existingvert = false; Vertex splitvertex = null; foreach(Vertex v in block.Vertices) { if(v.Position == intersection) { splitvertex = v; existingvert = true; break; } } //mxd. Create split vertex? if(splitvertex == null) splitvertex = General.Map.Map.CreateVertex(intersection); if(splitvertex == null) return false; // Split both lines Linedef nl1 = l1.Split(splitvertex); if(nl1 == null) return false; Linedef nl2 = l2.Split(splitvertex); if(nl2 == null) return false; // Mark split vertex? if(!existingvert) { splitvertex.Marked = true; splitverts.Add(splitvertex); //mxd } // Add to the second collection changedlines.Add(nl1); changedlines.Add(nl2); // And to the block entry blockmap.AddLinedef(nl1); blockmap.AddLinedef(nl2); } } } } } //mxd. Remove lines, which are inside affected sectors if(mergemode == MergeGeometryMode.REPLACE) { HashSet alllines = new HashSet(lines); alllines.UnionWith(changedlines); foreach(Linedef l in alllines) l.UpdateCache(); foreach(Sector s in changedsectors) s.UpdateBBox(); foreach(Linedef l in alllines) { // Remove line when it's start, center and end are inside a changed sector and neither side references it if(l.Start != null && l.End != null && (l.Front == null || !changedsectors.Contains(l.Front.Sector)) && (l.Back == null || !changedsectors.Contains(l.Back.Sector))) { foreach(Sector s in changedsectors) { if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint())) { Vertex[] tocheck = { l.Start, l.End }; l.Dispose(); foreach(Vertex v in tocheck) { // If the newly created vertex only has 2 linedefs attached, then merge the linedefs if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v)) { Linedef ld1 = General.GetByIndex(v.Linedefs, 0); Linedef ld2 = General.GetByIndex(v.Linedefs, 1); Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start; if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2); ld2.Dispose(); // Trash vertex v.Dispose(); } } break; } } } } } return true; } /// This finds the side closest to the specified position. public static Sidedef NearestSidedef(ICollection selection, Vector2D pos) { Sidedef closest = null; double distance = double.MaxValue; // Go for all sidedefs in selection foreach(Sidedef sd in selection) { // Calculate distance and check if closer than previous find double d = sd.Line.SafeDistanceToSq(pos, true); if(d == distance) { // Same distance, so only pick the one that is on the right side of the line double side = sd.Line.SideOfLine(pos); if(((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront)) { closest = sd; distance = d; } } else if(d < distance) { // This one is closer closest = sd; distance = d; } } // Return result return closest; } /// This finds the line closest to the specified position. public static Linedef NearestLinedef(BlockMap selectionmap, Vector2D pos) //mxd { Linedef closest = null; double distance = double.MaxValue; Point p = selectionmap.GetBlockCoordinates(pos); int minx = p.X; int maxx = p.X; int miny = p.Y; int maxy = p.Y; int step = 0; // Check square block ranges around pos... while(true) { bool noblocksfound = true; for(int x = minx; x < maxx + 1; x++) { for(int y = miny; y < maxy + 1; y++) { // Skip inner blocks... if(x > minx && x < maxx && y > miny && y < maxy) continue; if(!selectionmap.IsInRange(new Point(x, y))) continue; // Go for all linedefs in block BlockEntry be = selectionmap.Map[x, y]; foreach(Linedef l in be.Lines) { // Calculate distance and check if closer than previous find double d = l.SafeDistanceToSq(pos, true); if(d < distance) { // This one is closer closest = l; distance = d; } } noblocksfound = false; } } // Abort if line was found or when outside of blockmap range... // Check at least 3x3 blocks, because there's a possibility that a line closer to pos exists in a nearby block than in the first block if(noblocksfound || (closest != null && step > 0)) return closest; // Increase search range... minx--; maxx++; miny--; maxy++; step++; } } /// This finds the line closest to the specified position. public static Linedef NearestLinedef(ICollection selection, Vector2D pos) { Linedef closest = null; double distance = double.MaxValue; // Go for all linedefs in selection foreach(Linedef l in selection) { // Calculate distance and check if closer than previous find double 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, double maxrange) { Linedef closest = null; double distance = float.MaxValue; double maxrangesq = maxrange * maxrange; // Go for all linedefs in selection foreach(Linedef l in selection) { // Calculate distance and check if closer than previous find double d = l.SafeDistanceToSq(pos, true); if(d < distance && d <= maxrangesq) { // 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(BlockMap selectionmap, Vector2D pos, double maxrange) //mxd { if (selectionmap == null) return null; Linedef closest = null; double distance = double.MaxValue; double maxrangesq = maxrange * maxrange; HashSet processed = new HashSet(); HashSet blocks; // If the max range is lower or equal to the blockmap's block size we can take a shortcut got the the possible blocks. // Otherwise get an rectangular range of blocks. This happens when maxrange is computed from low zoom levels if (maxrange <= selectionmap.BlockSize) { blocks = new HashSet { selectionmap.GetBlockAt(pos), selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y + maxrange)), selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y - maxrange)), selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y + maxrange)), selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y - maxrange)) }; } else { blocks = selectionmap.GetSquareRange(pos.x - maxrange, pos.y - maxrange, maxrange * 2, maxrange * 2); } foreach(BlockEntry be in blocks) { if(be == null) continue; foreach(Linedef l in be.Lines) { if(processed.Contains(l)) continue; // Calculate distance and check if closer than previous find double d = l.SafeDistanceToSq(pos, true); if(d < distance && d <= maxrangesq) { // This one is closer closest = l; distance = d; } processed.Add(l); } } // Return result return closest; } /// mxd. This finds the line closest to the specified position excluding given list of linedefs. public Linedef NearestLinedef(Vector2D pos, HashSet linesToExclude) { Linedef closest = null; double distance = double.MaxValue; // Go for all linedefs in selection foreach(Linedef l in linedefs) { if(linesToExclude.Contains(l)) continue; // Calculate distance and check if closer than previous find double d = l.SafeDistanceToSq(pos, true); if(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; double distance = double.MaxValue; // Go for all vertices in selection foreach(Vertex v in selection) { // Calculate distance and check if closer than previous find double d = v.DistanceToSq(pos); 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 NearestThing(ICollection selection, Vector2D pos) { Thing closest = null; double distance = double.MaxValue; // Go for all things in selection foreach(Thing t in selection) { // Calculate distance and check if closer than previous find double d = t.DistanceToSq(pos); if(d < distance) { // This one is closer closest = t; distance = d; } } // Return result return closest; } /// mxd. This finds the thing closest to the specified thing. public static Thing NearestThing(ICollection selection, Thing thing) { Thing closest = null; double distance = double.MaxValue; // Go for all things in selection foreach(Thing t in selection) { if(t == thing) continue; // Calculate distance and check if closer than previous find double d = t.DistanceToSq(thing.Position); if(d < distance) { // This one is closer closest = t; distance = d; } } // Return result return closest; } /// This finds the vertex closest to the specified position. public static Vertex NearestVertexSquareRange(ICollection selection, Vector2D pos, double maxrange) { RectangleF range = RectangleF.FromLTRB((float)(pos.x - maxrange), (float)(pos.y - maxrange), (float)(pos.x + maxrange), (float)(pos.y + maxrange)); Vertex closest = null; double distance = double.MaxValue; // Go for all vertices in selection foreach(Vertex v in selection) { double px = v.Position.x; double py = v.Position.y; //mxd. Within range? if((v.Position.x < range.Left) || (v.Position.x > range.Right) || (v.Position.y < range.Top) || (v.Position.y > range.Bottom)) continue; // Close than previous find? double d = Math.Abs(px - pos.x) + Math.Abs(py - 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, double maxrange) { RectangleF range = RectangleF.FromLTRB((float)(pos.x - maxrange), (float)(pos.y - maxrange), (float)(pos.x + maxrange), (float)(pos.y + maxrange)); Thing closest = null; double distance = double.MaxValue; double size = double.MaxValue; //mxd // Go for all things in selection foreach(Thing t in selection) { double px = t.Position.x; double py = t.Position.y; //mxd. Determine displayed size double ts; if(t.FixedSize && General.Map.Renderer2D.Scale > 1.0f) ts = t.Size / General.Map.Renderer2D.Scale; else if(General.Settings.FixedThingsScale && t.Size * General.Map.Renderer2D.Scale > Renderer2D.FIXED_THING_SIZE) ts = Renderer2D.FIXED_THING_SIZE / General.Map.Renderer2D.Scale; else ts = t.Size; //mxd. Within range? if(px < range.Left - ts || px > range.Right + ts || py < range.Top - ts || py > range.Bottom + ts) continue; // Closer than previous find? mxd. Or smaller when distance is the same? double d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y); if(d < distance || (d == distance && ts < size)) { // This one is closer closest = t; distance = d; size = ts; //mxd } } // Return result return closest; } #endregion #region ================== Tools /// This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates. public void SnapAllToAccuracy() { SnapAllToAccuracy(true); } /// This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates. public void SnapAllToAccuracy(bool usepreciseposition) { foreach(Vertex v in vertices) v.SnapToAccuracy(usepreciseposition); foreach(Thing t in things) t.SnapToAccuracy(usepreciseposition); } /// This returns the next unused tag number. public int GetNewTag() { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, false, usedtags); ForAllTags(NewTagHandler, true, usedtags); // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } //mxd /// This returns the next unused tag number. public int GetNewTag(List moreusedtags) { Dictionary usedtags = new Dictionary(); foreach(int t in moreusedtags) if(!usedtags.ContainsKey(t)) usedtags.Add(t, true); ForAllTags(NewTagHandler, false, usedtags); ForAllTags(NewTagHandler, true, usedtags); // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } //mxd /// This returns the tag number, which is not used by any map element of given type. This method doesn't check action arguments! public int GetNewTag(UniversalType elementType) { Dictionary usedtags = new Dictionary(); switch(elementType) { case UniversalType.ThingTag: for(int i = 0; i < things.Length; i++) { if(things[i].Tag > 0 && !usedtags.ContainsKey(things[i].Tag)) usedtags.Add(things[i].Tag, false); } break; case UniversalType.LinedefTag: for(int i = 0; i < linedefs.Length; i++) { foreach(int tag in linedefs[i].Tags) { if(tag == 0) continue; if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false); } } break; case UniversalType.SectorTag: for(int i = 0; i < sectors.Length; i++) { foreach(int tag in sectors[i].Tags) { if(tag == 0) continue; if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false); } } break; } // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } /// This returns the next unused tag number within the marked geometry. public int GetNewTag(bool marked) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, marked, usedtags); // Now find the first unused index for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) if(!usedtags.ContainsKey(i)) return i; // All tags used! return 0; } /// This returns the next unused tag number. public List GetMultipleNewTags(int count) { List newtags = new List(count); if(count > 0) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, false, usedtags); ForAllTags(NewTagHandler, true, usedtags); // Find unused tags and add them for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) { if(!usedtags.ContainsKey(i)) { newtags.Add(i); if(newtags.Count == count) break; } } } return newtags; } /// This returns the next unused tag number within the marked geometry. public List GetMultipleNewTags(int count, bool marked) { List newtags = new List(count); if(count > 0) { Dictionary usedtags = new Dictionary(); ForAllTags(NewTagHandler, marked, usedtags); // Find unused tags and add them for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++) { if(!usedtags.ContainsKey(i)) { newtags.Add(i); if(newtags.Count == count) break; } } } return newtags; } // Handler for finding a new tag private static void NewTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary usedtags) { usedtags[value] = true; } /// This calls a function for all tag fields in the marked or unmarked geometry. The obj parameter can be anything you wish to pass on to your TagHandler function. public void ForAllTags(TagHandler handler, bool marked, T obj) { // Call handler on sectors tags foreach(Sector s in sectors) { if(s.Marked == marked) { //mxd. Multiple tags support... bool changed = false; // Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes List tags = new List(s.Tags); for(int i = 0; i < tags.Count; i++) { int tag = tags[i]; handler(s, false, UniversalType.SectorTag, ref tag, obj); if(tag != tags[i]) { tags[i] = tag; changed = true; } } if(changed) s.Tags = tags.Distinct().ToList(); } } // Call handler on things tags if(General.Map.FormatInterface.HasThingTag) { foreach(Thing t in things) { if(t.Marked == marked) { int tag = t.Tag; handler(t, false, UniversalType.ThingTag, ref tag, obj); if(tag != t.Tag) t.Tag = tag; } } } // Call handler on things action if(General.Map.FormatInterface.HasThingAction && General.Map.FormatInterface.HasActionArgs) { foreach(Thing t in things) { if(t.Marked == marked) { LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(t.Action); for(int i = 0; i < Thing.NUM_ARGS; i++) { if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type)) { int tag = t.Args[i]; handler(t, true, (UniversalType)(info.Args[i].Type), ref tag, obj); if(tag != t.Args[i]) t.Args[i] = tag; } } } } } // Call handler on linedefs tags if(General.Map.FormatInterface.HasLinedefTag) { foreach(Linedef l in linedefs) { if(l.Marked == marked) { //mxd. Multiple tags support... bool changed = false; // Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes List tags = new List(l.Tags); for(int i = 0; i < tags.Count; i++) { int tag = tags[i]; handler(l, false, UniversalType.LinedefTag, ref tag, obj); if(tag != tags[i]) { tags[i] = tag; changed = true; } } if(changed) l.Tags = tags.Distinct().ToList(); } } } // Call handler on linedefs action if(General.Map.FormatInterface.HasActionArgs) { foreach(Linedef l in linedefs) { if(l.Marked == marked) { LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(l.Action); for(int i = 0; i < Linedef.NUM_ARGS; i++) { if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type)) { int tag = l.Args[i]; handler(l, true, (UniversalType)(info.Args[i].Type), ref tag, obj); if(tag != l.Args[i]) l.Args[i] = tag; } } } } } } // This checks if the given action argument type is a tag type private static bool CheckIsTagType(int argtype) { return (argtype == (int)UniversalType.LinedefTag) || (argtype == (int)UniversalType.SectorTag) || (argtype == (int)UniversalType.ThingTag); } /// This makes a list of lines related to marked vertices. /// A line is unstable when one vertex is marked and the other isn't. public List LinedefsFromMarkedVertices(bool includeunmarked, bool includestable, bool includeunstable) { List list = new List((numlinedefs / 2) + 1); // Go for all lines foreach(Linedef l in linedefs) { // Check if this is to be included if((includestable && (l.Start.Marked && l.End.Marked)) || (includeunstable && (l.Start.Marked ^ l.End.Marked)) || (includeunmarked && (!l.Start.Marked && !l.End.Marked))) { // Add to list list.Add(l); } } // Return result return list; } /// This makes a list of unstable lines from the given vertices. /// A line is unstable when one vertex is selected and the other isn't. public static ICollection UnstableLinedefsFromVertices(ICollection verts) { Dictionary lines = new Dictionary(); // Go for all vertices foreach(Vertex v in verts) { // Go for all lines foreach(Linedef l in v.Linedefs) { // If the line exists in the list if(lines.ContainsKey(l)) { // Remove it lines.Remove(l); } // Otherwise add it else { // Add the line lines.Add(l, l); } } } // Return result return new List(lines.Values); } //mxd /// This returns a sector if given coordinates are inside one. public Sector GetSectorByCoordinates(Vector2D pos) { foreach(Sector s in sectors) { if(s.Intersect(pos)) return s; } return null; } //mxd /// This returns a sector if given coordinates are inside one. public Sector GetSectorByCoordinates(Vector2D pos, VisualBlockMap blockmap) { return blockmap.GetSectorAt(pos); } //mxd /// Gets unselected sectors, which have all their linedefs selected public HashSet GetUnselectedSectorsFromLinedefs(IEnumerable lines) { HashSet result = new HashSet(); Dictionary> sectorsbysides = new Dictionary>(); HashSet selectedsectors = new HashSet(General.Map.Map.GetSelectedSectors(true)); // Collect unselected sectors, which sidedefs belong to selected lines foreach(Linedef line in lines) { if(line.Front != null && line.Front.Sector != null && !selectedsectors.Contains(line.Front.Sector)) { if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet()); sectorsbysides[line.Front.Sector].Add(line.Front); } if(line.Back != null && line.Back.Sector != null && !selectedsectors.Contains(line.Back.Sector)) { if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet()); sectorsbysides[line.Back.Sector].Add(line.Back); } } // Add sectors, which have all their lines selected foreach(var group in sectorsbysides) { if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key); } return result; } //mxd /// Gets sectors, which have all their linedefs selected public HashSet GetSectorsFromLinedefs(IEnumerable lines) { HashSet result = new HashSet(); Dictionary> sectorsbysides = new Dictionary>(); // Collect unselected sectors, which sidedefs belong to selected lines foreach(Linedef line in lines) { if (line.Front != null && line.Front.Sector != null) { if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet()); sectorsbysides[line.Front.Sector].Add(line.Front); } if (line.Back != null && line.Back.Sector != null) { if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet()); sectorsbysides[line.Back.Sector].Add(line.Back); } } // Add sectors, which have all their lines selected foreach(var group in sectorsbysides) { if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key); } return result; } /// 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, double 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, double maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); } /// This finds the thing closest to the specified position. public Thing NearestThingSquareRange(Vector2D pos, double 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, double maxrange, Vertex v, out double distance) { Linedef closest = null; distance = double.MaxValue; double maxrangesq = maxrange * maxrange; // Go for all linedefs in selection foreach(Linedef l in linedefs) { // Calculate distance and check if closer than previous find double 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 // Note: Only use this for saving, because this messes up the expected data structure horribly. internal void CompressSidedefs() { Dictionary> storedsides = new Dictionary>(numsidedefs); int originalsidescount = numsidedefs; long starttime = Clock.CurrentTime; BeginAddRemove(); int sn = 0; while(sn < numsidedefs) { Sidedef stored = null; Sidedef snsd = sidedefs[sn]; //mxd. Skip sidedef if it belongs to a linedef with an action or tag? if(!General.Map.Config.SidedefCompressionIgnoresAction && (snsd.Line.Action != 0 || snsd.Line.Tag != 0)) { // Next! sn++; continue; } // Check if checksum is stored bool samesidedef = false; uint checksum = snsd.GetChecksum(); bool checksumstored = storedsides.ContainsKey(checksum); if(checksumstored) { List othersides = storedsides[checksum]; foreach(Sidedef os in othersides) { // They must be in the same sector if(snsd.Sector == os.Sector) { // Check if sidedefs are really the same stored = os; MemoryStream sidemem = new MemoryStream(1024); SerializerStream sidedata = new SerializerStream(sidemem); MemoryStream othermem = new MemoryStream(1024); SerializerStream otherdata = new SerializerStream(othermem); snsd.ReadWrite(sidedata); os.ReadWrite(otherdata); if(sidemem.Length == othermem.Length) { samesidedef = true; sidemem.Seek(0, SeekOrigin.Begin); othermem.Seek(0, SeekOrigin.Begin); for(int i = 0; i < sidemem.Length; i++) { if(sidemem.ReadByte() != othermem.ReadByte()) { samesidedef = false; break; } } } if(samesidedef) break; } } } // Same sidedef? if(samesidedef) { // Replace with stored sidedef bool isfront = snsd.IsFront; Linedef ld = snsd.Line; snsd.Line.DetachSidedefP(snsd); if(isfront) ld.AttachFront(stored); else ld.AttachBack(stored); // Remove the sidedef snsd.SetSector(null); RemoveSidedef(sn); } else { // Store this new one if(checksumstored) { storedsides[checksum].Add(snsd); } else { List newlist = new List(4) {snsd}; storedsides.Add(checksum, newlist); } // Next sn++; } } EndAddRemove(); // Output info long endtime = Clock.CurrentTime; float deltatimesec = (endtime - starttime) / 1000.0f; float ratio = 100.0f - ((numsidedefs / (float)originalsidescount) * 100.0f); General.WriteLogLine("Sidedefs compressed: " + numsidedefs + " remaining out of " + originalsidescount + " (" + ratio.ToString("########0.00") + "%) in " + deltatimesec.ToString("########0.00") + " seconds"); } // This converts flags and activations to UDMF fields internal void TranslateToUDMF(Type previousmapformatinterfacetype) { foreach(Linedef l in linedefs) l.TranslateToUDMF(previousmapformatinterfacetype); foreach(Thing t in things) t.TranslateToUDMF(); } // This converts UDMF fields back into flags and activations // NOTE: Only converts the marked items internal void TranslateFromUDMF() { foreach(Linedef l in linedefs) if(l.Marked) l.TranslateFromUDMF(); foreach(Sidedef s in sidedefs) if(s.Marked) s.TranslateFromUDMF(); //mxd foreach(Sector s in sectors) if(s.Marked) s.TranslateFromUDMF(); //mxd foreach(Thing t in things) if(t.Marked) t.TranslateFromUDMF(); } /// This removes unused vertices. public void RemoveUnusedVertices() { // Go for all vertices int index = numvertices - 1; while(index >= 0) { if((vertices[index] != null) && (vertices[index].Linedefs.Count == 0)) vertices[index].Dispose(); else index--; } } //mxd public void UpdateCustomLinedefColors() { foreach(Linedef l in linedefs) l.UpdateColorPreset(); } #endregion } }