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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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749 lines
24 KiB
C#
749 lines
24 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.Direct3D9;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.IO;
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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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/// Tools to work with geometry.
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/// </summary>
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public static class Tools
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{
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#region ================== Structures
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private struct SidedefSettings
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{
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public string newtexhigh;
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public string newtexmid;
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public string newtexlow;
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}
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Polygons and Triangles
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// Point inside the polygon?
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// See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/
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public static bool PointInPolygon(ICollection<Vector2D> polygon, Vector2D point)
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{
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Vector2D v1 = General.GetByIndex<Vector2D>(polygon, polygon.Count - 1);
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uint c = 0;
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// Go for all vertices
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foreach(Vector2D v2 in polygon)
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{
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// Determine min/max values
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float miny = Math.Min(v1.y, v2.y);
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float maxy = Math.Max(v1.y, v2.y);
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float maxx = Math.Max(v1.x, v2.x);
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// Check for intersection
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if((point.y > miny) && (point.y <= maxy))
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{
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if(point.x <= maxx)
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{
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if(v1.y != v2.y)
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{
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float xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
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if((v1.x == v2.x) || (point.x <= xint)) c++;
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}
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}
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}
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// Move to next
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v1 = v2;
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}
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// Inside this polygon?
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return (c & 0x00000001UL) != 0;
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}
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#endregion
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#region ================== Pathfinding
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/// <summary>
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/// This finds a potential sector at the given coordinates,
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/// or returns null when a sector is not possible there.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Vector2D pos)
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{
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// Find the nearest line and determine side, then use the other method to create the sector
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Linedef l = General.Map.Map.NearestLinedef(pos);
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return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
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}
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/// <summary>
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/// This finds a potential sector starting at the given line and side,
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/// or returns null when sector is not possible.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Linedef line, bool front)
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{
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List<LinedefSide> alllines = new List<LinedefSide>();
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// Find the outer lines
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EarClipPolygon p = FindOuterLines(line, front, alllines);
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if(p != null)
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{
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// Find the inner lines
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FindInnerLines(p, alllines);
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return alllines;
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}
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else
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return null;
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}
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// This finds the inner lines of the sector and adds them to the sector polygon
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private static void FindInnerLines(EarClipPolygon p, List<LinedefSide> alllines)
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{
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Vertex foundv;
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bool vvalid, findmore;
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Linedef foundline;
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float foundangle = 0f;
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bool foundlinefront;
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do
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{
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findmore = false;
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// Go for all vertices to find the right-most vertex inside the polygon
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foundv = null;
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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// More to the right?
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if((foundv == null) || (v.Position.x >= foundv.Position.x))
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{
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// Vertex is inside the polygon?
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if(p.Intersect(v.Position))
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{
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// Vertex has lines attached?
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if(v.Linedefs.Count > 0)
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{
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// Go for all lines to see if the vertex is not of the polygon itsself
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vvalid = true;
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foreach(LinedefSide ls in alllines)
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{
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if((ls.Line.Start == v) || (ls.Line.End == v))
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{
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vvalid = false;
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break;
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}
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}
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// Valid vertex?
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if(vvalid) foundv = v;
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}
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}
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}
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}
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// Found a vertex inside the polygon?
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if(foundv != null)
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{
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// Find the attached linedef with the smallest angle to the right
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float targetangle = Angle2D.PIHALF;
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foundline = null;
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foreach(Linedef l in foundv.Linedefs)
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{
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// We need an angle unrelated to line direction, so correct for that
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float lineangle = l.Angle;
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if(l.End == foundv) lineangle += Angle2D.PI;
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// Better result?
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float deltaangle = Angle2D.Difference(targetangle, lineangle);
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if((foundline == null) || (deltaangle < foundangle))
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{
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foundline = l;
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foundangle = deltaangle;
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}
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}
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// We already know that each linedef will go from this vertex
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// to the left, because this is the right-most vertex in this area.
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// If the line would go to the right, that means the other vertex of
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// that line must lie outside this area and the mapper made an error.
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// Should I check for this error and fail to create a sector in
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// that case or ignore it and create a malformed sector (possibly
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// breaking another sector also)?
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// Find the side at which to start pathfinding
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Vector2D testpos = new Vector2D(100.0f, 0.0f);
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foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
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// Find inner path
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List<LinedefSide> innerlines = FindClosestPath(foundline, foundlinefront, true);
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if(innerlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(innerlines);
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EarClipPolygon innerpoly = tracepath.MakePolygon(true);
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// Check if the front of the line is outside the polygon
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if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
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{
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// Valid hole found!
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alllines.AddRange(innerlines);
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p.InsertChild(innerpoly);
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findmore = true;
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}
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}
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}
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}
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// Continue until no more holes found
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while(findmore);
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}
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// This finds the outer lines of the sector as a polygon
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// Returns null when no valid outer polygon can be found
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private static EarClipPolygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
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{
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Linedef scanline = line;
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bool scanfront = front;
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do
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{
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// Find closest path
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List<LinedefSide> pathlines = FindClosestPath(scanline, scanfront, true);
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if(pathlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(pathlines);
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EarClipPolygon poly = tracepath.MakePolygon(true);
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// Check if the front of the line is inside the polygon
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if(poly.Intersect(line.GetSidePoint(front)))
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{
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// Outer lines found!
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alllines.AddRange(pathlines);
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return poly;
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}
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else
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{
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// Inner lines found. This is not what we need, we want the outer lines.
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// Find the right-most vertex to start a scan from there towards the outer lines.
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Vertex foundv = null;
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foreach(LinedefSide ls in pathlines)
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{
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if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
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foundv = ls.Line.Start;
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if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
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foundv = ls.Line.End;
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}
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// If foundv is null then something is horribly wrong with the
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// path we received from FindClosestPath!
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if(foundv == null) throw new Exception("FAIL!");
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// From the right-most vertex trace outward to the right to
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// find the next closest linedef, this is based on the idea that
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// all sectors are closed.
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Vector2D lineoffset = new Vector2D(100.0f, 0.0f);
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Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset);
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scanline = null;
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float foundu = float.MaxValue;
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foreach(Linedef ld in General.Map.Map.Linedefs)
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{
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// Line to the right of start point?
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if((ld.Start.Position.x > foundv.Position.x) ||
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(ld.End.Position.x > foundv.Position.x))
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{
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// Line intersecting the y axis?
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if( !((ld.Start.Position.y > foundv.Position.y) &&
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(ld.End.Position.y > foundv.Position.y)) &&
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!((ld.Start.Position.y < foundv.Position.y) &&
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(ld.End.Position.y < foundv.Position.y)))
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{
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// Check if this linedef intersects our test line at a closer range
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float thisu;
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ld.Line.GetIntersection(testline, out thisu);
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if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu))
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{
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scanline = ld;
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foundu = thisu;
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}
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}
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}
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}
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// Did we meet another line?
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if(scanline != null)
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{
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// Determine on which side we should start the next pathfind
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scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
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}
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else
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{
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// Appearently we reached the end of the map, no sector possible here
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return null;
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}
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}
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}
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else
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{
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// Can't find a path
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return null;
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}
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}
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while(true);
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}
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/// <summary>
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/// This finds the closest path from one vertex to another.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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//public static List<LinedefSide> FindClosestPath(Vertex start, float startangle, Vertex end, bool turnatends)
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//{
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//}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, bool turnatends)
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{
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return FindClosestPath(startline, startfront, startline, startfront, turnatends);
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}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
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{
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List<LinedefSide> path = new List<LinedefSide>();
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Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
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Linedef nextline = startline;
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bool nextfront = startfront;
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do
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{
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// Add line to path
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path.Add(new LinedefSide(nextline, nextfront));
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if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
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// Determine next vertex to use
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Vertex v = nextfront ? nextline.End : nextline.Start;
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// Get list of linedefs and sort by angle
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
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lines.Sort(sorter);
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// Source line is the only one?
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if(lines.Count == 1)
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{
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// Are we allowed to trace along this line again?
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if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
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{
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// Turn around and go back along the other side of the line
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nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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else
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{
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// Trace along the next line
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Linedef prevline = nextline;
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if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0];
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// Are we allowed to trace this line again?
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if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
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{
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// Check if front side changes
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if((prevline.Start == nextline.Start) ||
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(prevline.End == nextline.End)) nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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}
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// Continue as long as we have not reached the start yet
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// or we have no next line to trace
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while((path != null) && ((nextline != endline) || (nextfront != endfront)));
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// If start and front are not the same, add the end to the list also
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if((path != null) && ((startline != endline) || (startfront != endfront)))
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path.Add(new LinedefSide(endline, endfront));
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// Return path (null when trace failed)
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return path;
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}
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#endregion
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#region ================== Sector Making
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// This makes the sector from the given lines and sides
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public static Sector MakeSector(List<LinedefSide> alllines)
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{
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Sector newsector = General.Map.Map.CreateSector();
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Sector sourcesector = null;
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SidedefSettings sourceside = new SidedefSettings();
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bool removeuselessmiddle;
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// Check if any of the sides already has a sidedef
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// Then we use information from that sidedef to make the others
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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break;
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}
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}
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else
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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break;
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}
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}
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}
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// Now do the same for the other sides
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// Note how information is only copied when not already found
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// so this won't override information from the sides searched above
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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break;
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}
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}
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else
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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break;
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}
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}
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}
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// Use defaults where no settings could be found
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TakeSidedefDefaults(ref sourceside);
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// Found a source sector?
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if(sourcesector != null)
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{
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// Copy properties from source to new sector
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sourcesector.CopyPropertiesTo(newsector);
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}
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else
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{
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// No source sector, apply default sector properties
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ApplyDefaultsToSector(newsector);
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}
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// Go for all sides to make sidedefs
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foreach(LinedefSide ls in alllines)
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{
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// We may only remove a useless middle texture when
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// the line was previously singlesided
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removeuselessmiddle = (ls.Line.Back == null) || (ls.Line.Front == null);
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if(ls.Front)
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
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if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector);
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ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
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}
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else
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
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if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector);
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ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
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}
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// Update line
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if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(removeuselessmiddle);
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if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(removeuselessmiddle);
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ls.Line.ApplySidedFlags();
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}
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// Return the new sector
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return newsector;
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}
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// This joins a sector with the given lines and sides
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public static Sector JoinSector(List<LinedefSide> alllines, Sidedef original)
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{
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SidedefSettings sourceside = new SidedefSettings();
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|
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// Take settings fro mthe original side
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TakeSidedefSettings(ref sourceside, original);
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|
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// Use defaults where no settings could be found
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TakeSidedefDefaults(ref sourceside);
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|
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// Go for all sides to make sidedefs
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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// Create sidedef if needed
|
|
if(ls.Line.Front == null)
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{
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General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
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ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
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}
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// Added 23-9-08, can we do this or will it break things?
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else
|
|
{
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// Link to the new sector
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|
ls.Line.Front.ChangeSector(original.Sector);
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}
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|
}
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else
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|
{
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// Create sidedef if needed
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|
if(ls.Line.Back == null)
|
|
{
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|
General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
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ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
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|
}
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// Added 23-9-08, can we do this or will it break things?
|
|
else
|
|
{
|
|
// Link to the new sector
|
|
ls.Line.Back.ChangeSector(original.Sector);
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|
}
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|
}
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|
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|
// Update line
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|
ls.Line.ApplySidedFlags();
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|
}
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|
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// Return the new sector
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|
return original.Sector;
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|
}
|
|
|
|
// This takes default settings if not taken yet
|
|
private static void TakeSidedefDefaults(ref SidedefSettings settings)
|
|
{
|
|
// Use defaults where no settings could be found
|
|
if(settings.newtexhigh == null) settings.newtexhigh = General.Settings.DefaultTexture;
|
|
if(settings.newtexmid == null) settings.newtexmid = General.Settings.DefaultTexture;
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|
if(settings.newtexlow == null) settings.newtexlow = General.Settings.DefaultTexture;
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|
}
|
|
|
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// This takes sidedef settings if not taken yet
|
|
private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side)
|
|
{
|
|
if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null))
|
|
settings.newtexhigh = side.HighTexture;
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|
if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null))
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|
settings.newtexmid = side.MiddleTexture;
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|
if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null))
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|
settings.newtexlow = side.LowTexture;
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|
}
|
|
|
|
// This applies defaults to a sidedef
|
|
private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults)
|
|
{
|
|
if(sd.HighRequired() && sd.HighTexture.StartsWith("-")) sd.SetTextureHigh(defaults.newtexhigh);
|
|
if(sd.MiddleRequired() && sd.MiddleTexture.StartsWith("-")) sd.SetTextureMid(defaults.newtexmid);
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|
if(sd.LowRequired() && sd.LowTexture.StartsWith("-")) sd.SetTextureLow(defaults.newtexlow);
|
|
}
|
|
|
|
// This applies defaults to a sector
|
|
private static void ApplyDefaultsToSector(Sector s)
|
|
{
|
|
s.SetFloorTexture(General.Settings.DefaultFloorTexture);
|
|
s.SetCeilTexture(General.Settings.DefaultCeilingTexture);
|
|
s.FloorHeight = General.Settings.DefaultFloorHeight;
|
|
s.CeilHeight = General.Settings.DefaultCeilingHeight;
|
|
s.Brightness = General.Settings.DefaultBrightness;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sector Labels
|
|
|
|
// This finds the ideal label positions for a sector
|
|
public static List<LabelPositionInfo> FindLabelPositions(Sector s)
|
|
{
|
|
List<LabelPositionInfo> positions = new List<LabelPositionInfo>(2);
|
|
int islandoffset = 0;
|
|
|
|
// Do we have a triangulation?
|
|
Triangulation triangles = s.Triangles;
|
|
if(triangles != null)
|
|
{
|
|
// Go for all islands
|
|
for(int i = 0; i < triangles.IslandVertices.Count; i++)
|
|
{
|
|
Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[i] >> 1);
|
|
List<Vector2D> candidatepositions = new List<Vector2D>(triangles.IslandVertices[i] >> 1);
|
|
float founddistance = float.MinValue;
|
|
Vector2D foundposition = new Vector2D();
|
|
float minx = float.MaxValue;
|
|
float miny = float.MaxValue;
|
|
float maxx = float.MinValue;
|
|
float maxy = float.MinValue;
|
|
|
|
// Make candidate lines that are not along sidedefs
|
|
// We do this before testing the candidate against the sidedefs so that
|
|
// we can collect the relevant sidedefs first in the same run
|
|
for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
|
|
{
|
|
int triangleoffset = islandoffset + t;
|
|
Vector2D v1 = triangles.Vertices[triangleoffset + 2];
|
|
Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
|
|
for(int v = 0; v < 3; v++)
|
|
{
|
|
Vector2D v2 = triangles.Vertices[triangleoffset + v];
|
|
|
|
// Not along a sidedef? Then this line is across the sector
|
|
// and guaranteed to be inside the sector!
|
|
if(sd == null)
|
|
{
|
|
// Make the line
|
|
candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
|
|
}
|
|
else
|
|
{
|
|
// This sidedefs is part of this island and must be checked
|
|
// so add it to the dictionary
|
|
sides[sd] = sd.Line;
|
|
}
|
|
|
|
// Make bbox of this island
|
|
minx = Math.Min(minx, v1.x);
|
|
miny = Math.Min(miny, v1.y);
|
|
maxx = Math.Max(maxx, v1.x);
|
|
maxy = Math.Max(maxy, v1.y);
|
|
|
|
// Next
|
|
sd = triangles.Sidedefs[triangleoffset + v];
|
|
v1 = v2;
|
|
}
|
|
}
|
|
|
|
// Any candidate lines found at all?
|
|
if(candidatepositions.Count > 0)
|
|
{
|
|
// Start with the first line
|
|
foreach(Vector2D candidatepos in candidatepositions)
|
|
{
|
|
// Check distance against other lines
|
|
float smallestdist = int.MaxValue;
|
|
foreach(KeyValuePair<Sidedef, Linedef> sd in sides)
|
|
{
|
|
// Check the distance
|
|
float distance = sd.Value.DistanceToSq(candidatepos, true);
|
|
smallestdist = Math.Min(smallestdist, distance);
|
|
}
|
|
|
|
// Keep this candidate if it is better than previous
|
|
if(smallestdist > founddistance)
|
|
{
|
|
foundposition = candidatepos;
|
|
founddistance = smallestdist;
|
|
}
|
|
}
|
|
|
|
// No cceptable line found, just use the first!
|
|
positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
|
|
}
|
|
else
|
|
{
|
|
// No candidate lines found.
|
|
|
|
// Check to see if the island is a triangle
|
|
if(triangles.IslandVertices[i] == 3)
|
|
{
|
|
// Use the center of the triangle
|
|
// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
|
|
Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
|
|
float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
|
|
positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d)));
|
|
}
|
|
else
|
|
{
|
|
// Use the center of this island.
|
|
float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
|
|
positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
|
|
}
|
|
}
|
|
|
|
// Done with this island
|
|
islandoffset += triangles.IslandVertices[i];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No triangulation was made. FAIL!
|
|
General.Fail("No triangulation exists for sector " + s, "Triangulation is required to create label positions for a sector.");
|
|
}
|
|
|
|
// Done
|
|
return positions;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|