mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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338 lines
9.3 KiB
C#
338 lines
9.3 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.IO;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Rendering;
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using System.Collections.ObjectModel;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class Sector : MapElement
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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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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Sector> mainlistitem;
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// Sidedefs
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private LinkedList<Sidedef> sidedefs;
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// Things
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private LinkedList<Thing> things;
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// Properties
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private int index;
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private int floorheight;
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private int ceilheight;
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private string floortexname;
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private string ceiltexname;
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private long longfloortexname;
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private long longceiltexname;
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private int effect;
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private int tag;
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private int brightness;
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// Selections
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private bool selected;
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private bool marked;
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// Cloning
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private Sector clone;
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// Triangulation
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private bool updateneeded;
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private bool triangulationneeded;
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private Triangulation triangles;
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private FlatVertex[] flatvertices;
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private ReadOnlyCollection<LabelPositionInfo> labels;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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public ICollection<Thing> Things { get { return things; } }
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public int Index { get { return index; } }
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public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
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public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } }
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public string FloorTexture { get { return floortexname; } }
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public string CeilTexture { get { return ceiltexname; } }
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public long LongFloorTexture { get { return longfloortexname; } }
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public long LongCeilTexture { get { return longceiltexname; } }
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public int Effect { get { return effect; } set { effect = value; } }
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public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
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public int Brightness { get { return brightness; } set { brightness = value; updateneeded = true; } }
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public bool Selected { get { return selected; } set { selected = value; } }
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public bool Marked { get { return marked; } set { marked = value; } }
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public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } }
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public Sector Clone { get { return clone; } set { clone = value; } }
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public Triangulation Triangles { get { return triangles; } }
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public FlatVertex[] FlatVertices { get { return flatvertices; } }
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public ReadOnlyCollection<LabelPositionInfo> Labels { get { return labels; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Sector(MapSet map, LinkedListNode<Sector> listitem, int index)
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{
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// Initialize
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this.map = map;
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this.mainlistitem = listitem;
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this.sidedefs = new LinkedList<Sidedef>();
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this.things = new LinkedList<Thing>();
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this.index = index;
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this.floortexname = "-";
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this.ceiltexname = "-";
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this.longfloortexname = MapSet.EmptyLongName;
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this.longceiltexname = MapSet.EmptyLongName;
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this.triangulationneeded = true;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override 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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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Remove from main list
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mainlistitem.List.Remove(mainlistitem);
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// Register the index as free
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map.AddSectorIndexHole(index);
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// Dispose the sidedefs that are attached to this sector
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// because a sidedef cannot exist without reference to its sector.
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foreach(Sidedef sd in sidedefs) sd.Dispose();
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// Clean up
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mainlistitem = null;
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sidedefs = null;
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things = null;
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map = null;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// This copies all properties to another sector
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public void CopyPropertiesTo(Sector s)
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{
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// Copy properties
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s.ceilheight = ceilheight;
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s.ceiltexname = ceiltexname;
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s.longceiltexname = longceiltexname;
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s.floorheight = floorheight;
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s.floortexname = floortexname;
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s.longfloortexname = longfloortexname;
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s.effect = effect;
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s.tag = tag;
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s.brightness = brightness;
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s.selected = selected;
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s.updateneeded = true;
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CopyFieldsTo(s);
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}
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// This attaches a sidedef and returns the listitem
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public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd)
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{
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updateneeded = true;
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triangulationneeded = true;
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return sidedefs.AddLast(sd);
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}
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// This detaches a sidedef
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public void DetachSidedef(LinkedListNode<Sidedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove sidedef
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updateneeded = true;
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triangulationneeded = true;
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sidedefs.Remove(l);
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// No more sidedefs left?
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if(sidedefs.Count == 0)
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{
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// This sector is now useless, dispose it
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this.Dispose();
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}
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}
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}
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// This attaches a thing and returns the listitem
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public LinkedListNode<Thing> AttachThing(Thing t) { return things.AddLast(t); }
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// This detaches a thing
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public void DetachThing(LinkedListNode<Thing> l) { if(!isdisposed) things.Remove(l); }
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// This updates the sector when changes have been made
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public void UpdateCache()
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{
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// Update if needed
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if(updateneeded)
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{
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// Triangulate again?
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if(triangulationneeded || (triangles == null))
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{
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// Triangulate sector
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triangles = Triangulation.Create(this);
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// Make label positions
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labels = Array.AsReadOnly<LabelPositionInfo>(Tools.FindLabelPositions(this).ToArray());
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}
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// Brightness color (alpha is opaque)
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byte clampedbright = 0;
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if((brightness >= 0) && (brightness <= 255)) clampedbright = (byte)brightness;
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else if(brightness > 255) clampedbright = 255;
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PixelColor brightcolor = new PixelColor(255, clampedbright, clampedbright, clampedbright);
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int brightint = brightcolor.ToInt();
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// Make vertices
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flatvertices = new FlatVertex[triangles.Vertices.Count];
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for(int i = 0; i < triangles.Vertices.Count; i++)
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{
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flatvertices[i].x = triangles.Vertices[i].x;
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flatvertices[i].y = triangles.Vertices[i].y;
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flatvertices[i].z = 1.0f;
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flatvertices[i].c = brightint;
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flatvertices[i].u = triangles.Vertices[i].x;
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flatvertices[i].v = triangles.Vertices[i].y;
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}
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// Updated
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updateneeded = false;
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}
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}
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#endregion
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#region ================== Methods
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// This creates a bounding box rectangle
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// This requires the sector triangulation to be up-to-date!
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public RectangleF CreateBBox()
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{
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// Setup
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float left = float.MaxValue;
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float top = float.MaxValue;
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float right = float.MinValue;
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float bottom = float.MinValue;
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// Go for vertices
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foreach(Vector2D v in triangles.Vertices)
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{
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// Update rect
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if(v.x < left) left = v.x;
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if(v.y < top) top = v.y;
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if(v.x > right) right = v.x;
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if(v.y > bottom) bottom = v.y;
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}
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// Return rectangle
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return new RectangleF(left, top, right - left, bottom - top);
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}
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// This joins the sector with another sector
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// This sector will be disposed
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public void Join(Sector other)
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{
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// Any sidedefs to move?
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if(sidedefs.Count > 0)
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{
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// Change secter reference on my sidedefs
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// This automatically disposes this sector
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while(sidedefs != null)
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sidedefs.First.Value.ChangeSector(other);
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}
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else
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{
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// No sidedefs attached
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// Dispose manually
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this.Dispose();
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}
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}
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#endregion
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#region ================== Changes
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// This updates all properties
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public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness)
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{
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// Apply changes
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this.floorheight = hfloor;
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this.ceilheight = hceil;
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SetFloorTexture(tfloor);
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SetCeilTexture(tceil);
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this.effect = effect;
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this.tag = tag;
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this.brightness = brightness;
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updateneeded = true;
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}
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// This sets texture
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public void SetFloorTexture(string name)
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{
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floortexname = name;
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longfloortexname = Lump.MakeLongName(name);
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updateneeded = true;
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}
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// This sets texture
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public void SetCeilTexture(string name)
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{
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ceiltexname = name;
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longceiltexname = Lump.MakeLongName(name);
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updateneeded = true;
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}
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#endregion
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}
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}
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