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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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177 lines
4.3 KiB
C#
177 lines
4.3 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX.Direct3D;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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/// <summary>
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/// Responsible for creating and caching sector polygons.
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/// </summary>
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public abstract class Triangulator
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Final polygons by sector reference
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private Dictionary<Sector, TriangleList> triangles;
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private Dictionary<Sector, ulong> checksums;
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// Disposing
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protected bool isdisposed = false;
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#endregion
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#region ================== Properties
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// Disposing
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// Responsible for creating and caching sector polygons.
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/// </summary>
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public Triangulator()
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{
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// Initialize
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triangles = new Dictionary<Sector, TriangleList>(General.Map.Map.Sectors.Count);
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checksums = new Dictionary<Sector, ulong>(General.Map.Map.Sectors.Count);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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triangles = null;
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checksums = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Checksums
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// This creates a checksum from a sector
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private ulong CreateSectorChecksum(Sector sector)
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{
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ulong checksum = (ulong)sector.Sidedefs.Count;
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int shift = 11;
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// Go for all sidedefs in the sector
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foreach(Sidedef sd in sector.Sidedefs)
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{
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// Add the information that is significant for the polygon to the bit value
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AddChecksumValue(ref checksum, unchecked((ulong)sd.Line.Start.X), ref shift);
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AddChecksumValue(ref checksum, unchecked((ulong)sd.Line.Start.Y), ref shift);
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}
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// Return checksum
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return checksum;
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}
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// This adds to a checksum
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private void AddChecksumValue(ref ulong checksum, ulong value, ref int shift)
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{
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checksum = ((checksum << shift) | (checksum >> (64 - shift))) ^ value;
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shift = (shift + 23) & 0x3F;
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}
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#endregion
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#region ================== Methods
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// This triangulates a sector or returns a cached result
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public TriangleList Triangulate(Sector sector)
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{
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// Check if we need to do full triangulation
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if(CheckSectorUpdateNeeded(sector))
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{
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// Triangulate now and store it in cache
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PerformTriangulation(sector);
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}
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// Return result
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return triangles[sector];
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}
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// This must be implemented by derived classes to do the triangulation
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protected abstract void PerformTriangulation(Sector sector);
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// This adds triangles for a specific sector
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protected void StoreTriangles(Sector sector, TriangleList tris)
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{
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ulong c = CreateSectorChecksum(sector);
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if(triangles.ContainsKey(sector)) triangles.Remove(sector);
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if(checksums.ContainsKey(sector)) checksums.Remove(sector);
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triangles.Add(sector, tris);
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checksums.Add(sector, c);
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}
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// This checks if a sector needs updating
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private bool CheckSectorUpdateNeeded(Sector sector)
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{
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// Sector already added?
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if(checksums.ContainsKey(sector))
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{
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// Compare checksum
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ulong c = CreateSectorChecksum(sector);
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return (checksums[sector] != c);
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}
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else
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{
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// We don't know this sector yet, needs updating!
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return true;
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}
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}
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// This clears the cache
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public void ClearCache()
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{
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triangles.Clear();
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checksums.Clear();
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}
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#endregion
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}
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}
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