mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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2564 lines
67 KiB
C#
2564 lines
67 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 SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Types;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class MapSet
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{
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#region ================== Constants
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// Stiching distance
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public const float STITCH_DISTANCE = 0.001f;
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// Virtual sector identification
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// This contains a character that is invalid in the UDMF standard, but valid
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// in our parser, so that it can only be used by Doom Builder and will never
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// conflict with any other valid UDMF field.
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internal const string VIRTUAL_SECTOR_FIELD = "!virtual_sector";
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#endregion
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#region ================== Variables
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// Sector indexing
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private List<int> indexholes;
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private int lastsectorindex;
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// Sidedef indexing for (de)serialization
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private Sidedef[] sidedefindices;
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// Map structures
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private LinkedList<Vertex> vertices;
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private LinkedList<Linedef> linedefs;
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private LinkedList<Sidedef> sidedefs;
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private LinkedList<Sector> sectors;
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private LinkedList<Thing> things;
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// Selected elements
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private LinkedList<Vertex> sel_vertices;
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private LinkedList<Linedef> sel_linedefs;
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private LinkedList<Sector> sel_sectors;
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private LinkedList<Thing> sel_things;
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private SelectionType sel_type;
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// Statics
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private static long emptylongname;
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private static UniValue virtualsectorvalue;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public ICollection<Vertex> Vertices { get { return vertices; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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public ICollection<Sector> Sectors { get { return sectors; } }
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public ICollection<Thing> Things { get { return things; } }
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public bool IsDisposed { get { return isdisposed; } }
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internal LinkedList<Vertex> SelectedVertices { get { return sel_vertices; } }
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internal LinkedList<Linedef> SelectedLinedefs { get { return sel_linedefs; } }
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internal LinkedList<Sector> SelectedSectors { get { return sel_sectors; } }
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internal LinkedList<Thing> SelectedThings { get { return sel_things; } }
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public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } }
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public static long EmptyLongName { get { return emptylongname; } }
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public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } }
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public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } }
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internal Sidedef[] SidedefIndices { get { return sidedefindices; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor for new empty map
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internal MapSet()
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{
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// Initialize
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vertices = new LinkedList<Vertex>();
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linedefs = new LinkedList<Linedef>();
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sidedefs = new LinkedList<Sidedef>();
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sectors = new LinkedList<Sector>();
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things = new LinkedList<Thing>();
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor for map to deserialize
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internal MapSet(MemoryStream stream)
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{
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// Initialize
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vertices = new LinkedList<Vertex>();
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linedefs = new LinkedList<Linedef>();
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sidedefs = new LinkedList<Sidedef>();
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sectors = new LinkedList<Sector>();
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things = new LinkedList<Thing>();
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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// Deserialize
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Deserialize(stream);
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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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internal void Dispose()
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{
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ArrayList list;
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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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// Dispose all things
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list = new ArrayList(things);
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foreach(Thing t in list) t.Dispose();
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// Dispose all sectors
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list = new ArrayList(sectors);
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foreach(Sector s in list) s.Dispose();
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// Dispose all sidedefs
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list = new ArrayList(sidedefs);
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foreach(Sidedef sd in list) sd.Dispose();
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// Dispose all linedefs
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list = new ArrayList(linedefs);
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foreach(Linedef l in list) l.Dispose();
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// Dispose all vertices
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list = new ArrayList(vertices);
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foreach(Vertex v in list) v.Dispose();
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// Clean up
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vertices = null;
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linedefs = null;
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sidedefs = null;
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sectors = null;
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things = null;
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sel_vertices = null;
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sel_linedefs = null;
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sel_sectors = null;
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sel_things = null;
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indexholes = null;
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// Done
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isdisposed = true;
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}
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}
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// Static initializer
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internal static void Initialize()
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{
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emptylongname = Lump.MakeLongName("-");
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virtualsectorvalue = new UniValue((int)UniversalType.Integer, (int)0);
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}
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#endregion
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#region ================== Management
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// This makes a deep copy and returns a new MapSet
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public MapSet Clone()
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{
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Linedef nl;
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Sidedef nd;
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// Create the map set
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MapSet newset = new MapSet();
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Make new linedef
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nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in things)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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return newset;
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}
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// This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector
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internal MapSet CloneMarked()
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{
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Sector virtualsector = null;
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// Create the map set
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MapSet newset = new MapSet();
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// Get marked geometry
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ICollection<Vertex> mvertices = GetMarkedVertices(true);
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ICollection<Linedef> mlinedefs = GetMarkedLinedefs(true);
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ICollection<Sector> msectors = GetMarkedSectors(true);
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ICollection<Thing> mthings = GetMarkedThings(true);
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// Go for all vertices
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foreach(Vertex v in mvertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in msectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in mlinedefs)
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{
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// Make new linedef
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Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Front.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Front.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, true, virtualsector);
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}
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Back.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Back.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, false, virtualsector);
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}
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in mthings)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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return newset;
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}
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// This creates a new vertex
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public Vertex CreateVertex(Vector2D pos)
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{
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LinkedListNode<Vertex> listitem;
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Vertex v;
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// Make a list item
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listitem = new LinkedListNode<Vertex>(null);
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// Make the vertex
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v = new Vertex(this, listitem, pos);
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listitem.Value = v;
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// Add vertex to the list
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vertices.AddLast(listitem);
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// Return result
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return v;
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}
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// This creates a new vertex
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private Vertex CreateVertex(IReadWriteStream stream)
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{
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LinkedListNode<Vertex> listitem;
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Vertex v;
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// Make a list item
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listitem = new LinkedListNode<Vertex>(null);
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// Make the vertex
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v = new Vertex(this, listitem, stream);
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listitem.Value = v;
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// Add vertex to the list
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vertices.AddLast(listitem);
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// Return result
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return v;
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}
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// This creates a new linedef
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public Linedef CreateLinedef(Vertex start, Vertex end)
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{
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LinkedListNode<Linedef> listitem;
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Linedef l;
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// Make a list item
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listitem = new LinkedListNode<Linedef>(null);
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// Make the linedef
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l = new Linedef(this, listitem, start, end);
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listitem.Value = l;
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// Add linedef to the list
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linedefs.AddLast(listitem);
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// Return result
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return l;
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}
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// This creates a new linedef
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private Linedef CreateLinedef(Vertex start, Vertex end, IReadWriteStream stream)
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{
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LinkedListNode<Linedef> listitem;
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Linedef l;
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// Make a list item
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listitem = new LinkedListNode<Linedef>(null);
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// Make the linedef
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l = new Linedef(this, listitem, start, end, stream);
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listitem.Value = l;
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// Add linedef to the list
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linedefs.AddLast(listitem);
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// Return result
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return l;
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}
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// This creates a new sidedef
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public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
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{
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LinkedListNode<Sidedef> listitem;
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Sidedef sd;
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// Make a list item
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listitem = new LinkedListNode<Sidedef>(null);
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// Make the sidedef
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sd = new Sidedef(this, listitem, l, front, s);
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listitem.Value = sd;
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// Add sidedef to the list
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sidedefs.AddLast(listitem);
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// Return result
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return sd;
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}
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// This creates a new sidedef
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private Sidedef CreateSidedef(Linedef l, bool front, Sector s, IReadWriteStream stream)
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{
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LinkedListNode<Sidedef> listitem;
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Sidedef sd;
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// Make a list item
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listitem = new LinkedListNode<Sidedef>(null);
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// Make the sidedef
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sd = new Sidedef(this, listitem, l, front, s, stream);
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listitem.Value = sd;
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// Add sidedef to the list
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sidedefs.AddLast(listitem);
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// Return result
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return sd;
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}
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// This creates a new sector
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public Sector CreateSector()
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{
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int index;
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// Do we have any index holes we can use?
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if(indexholes.Count > 0)
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{
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// Take one of the index holes
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index = indexholes[indexholes.Count - 1];
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indexholes.RemoveAt(indexholes.Count - 1);
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}
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else
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{
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// Make a new index
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index = lastsectorindex++;
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}
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// Make the sector
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return CreateSector(index);
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}
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// This creates a new sector
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public Sector CreateSector(int index)
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{
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LinkedListNode<Sector> listitem;
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Sector s;
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// Make a list item
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listitem = new LinkedListNode<Sector>(null);
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// Make the sector
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s = new Sector(this, listitem, index);
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listitem.Value = s;
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// Add sector to the list
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sectors.AddLast(listitem);
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// Return result
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return s;
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}
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// This creates a new sector
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private Sector CreateSector(IReadWriteStream stream)
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{
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LinkedListNode<Sector> listitem;
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Sector s;
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// Make a list item
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listitem = new LinkedListNode<Sector>(null);
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// Make the sector
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s = new Sector(this, listitem, stream);
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listitem.Value = s;
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// Add sector to the list
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sectors.AddLast(listitem);
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// Return result
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return s;
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}
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// This creates a new thing
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public Thing CreateThing()
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{
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LinkedListNode<Thing> listitem;
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Thing t;
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// Make a list item
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listitem = new LinkedListNode<Thing>(null);
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// Make the thing
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t = new Thing(this, listitem);
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listitem.Value = t;
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// Add thing to the list
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things.AddLast(listitem);
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// Return result
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return t;
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}
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// This adds a sector index hole
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public void AddSectorIndexHole(int index)
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{
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indexholes.Add(index);
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}
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#endregion
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#region ================== Serialization
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// This serializes the MapSet
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internal MemoryStream Serialize()
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{
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MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB.
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SerializerStream serializer = new SerializerStream(stream);
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// Index the sidedefs
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int sidedefindex = 0;
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foreach(Sidedef sd in sidedefs)
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sd.SerializedIndex = sidedefindex++;
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serializer.Begin();
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// Write private data
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serializer.wInt(lastsectorindex);
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serializer.wInt(indexholes.Count);
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foreach(int i in indexholes) serializer.wInt(i);
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// Write map data
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WriteVertices(serializer);
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WriteSectors(serializer);
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WriteLinedefs(serializer);
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WriteSidedefs(serializer);
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WriteThings(serializer);
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serializer.End();
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// Reallocate to keep only the used memory
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stream.Capacity = (int)stream.Length;
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return stream;
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}
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// This serializes things
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private void WriteThings(SerializerStream stream)
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{
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stream.wInt(things.Count);
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// Go for all things
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foreach(Thing t in things)
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{
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t.ReadWrite(stream);
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}
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}
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// This serializes vertices
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private void WriteVertices(SerializerStream stream)
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{
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stream.wInt(vertices.Count);
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// Go for all vertices
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int index = 0;
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foreach(Vertex v in vertices)
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{
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v.SerializedIndex = index++;
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v.ReadWrite(stream);
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}
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}
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// This serializes linedefs
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private void WriteLinedefs(SerializerStream stream)
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{
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stream.wInt(linedefs.Count);
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// Go for all lines
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int index = 0;
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foreach(Linedef l in linedefs)
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{
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l.SerializedIndex = index++;
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stream.wInt(l.Start.SerializedIndex);
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stream.wInt(l.End.SerializedIndex);
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l.ReadWrite(stream);
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}
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}
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// This serializes sidedefs
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private void WriteSidedefs(SerializerStream stream)
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{
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stream.wInt(sidedefs.Count);
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// Go for all sidedefs
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foreach(Sidedef sd in sidedefs)
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{
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stream.wInt(sd.Line.SerializedIndex);
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stream.wInt(sd.Sector.SerializedIndex);
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stream.wBool(sd.IsFront);
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sd.ReadWrite(stream);
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}
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}
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// This serializes sectors
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private void WriteSectors(SerializerStream stream)
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{
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stream.wInt(sectors.Count);
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// Go for all sectors
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int index = 0;
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foreach(Sector s in sectors)
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{
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s.SerializedIndex = index++;
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s.ReadWrite(stream);
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}
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}
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#endregion
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#region ================== Deserialization
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// This serializes the MapSet
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private void Deserialize(MemoryStream stream)
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{
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stream.Seek(0, SeekOrigin.Begin);
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DeserializerStream deserializer = new DeserializerStream(stream);
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deserializer.Begin();
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// Read private data
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int c;
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deserializer.rInt(out lastsectorindex);
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deserializer.rInt(out c);
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indexholes = new List<int>(c);
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for(int i = 0; i < c; i++)
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{
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int index; deserializer.rInt(out index);
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indexholes.Add(index);
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}
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// Read map data
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Vertex[] verticesarray = ReadVertices(deserializer);
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Sector[] sectorsarray = ReadSectors(deserializer);
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Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray);
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ReadSidedefs(deserializer, linedefsarray, sectorsarray);
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ReadThings(deserializer);
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deserializer.End();
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// Make table of sidedef indices
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sidedefindices = new Sidedef[sidedefs.Count];
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foreach(Sidedef sd in sidedefs)
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sidedefindices[sd.SerializedIndex] = sd;
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// Call PostDeserialize
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foreach(Sector s in sectors)
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s.PostDeserialize(this);
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}
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// This deserializes things
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private void ReadThings(DeserializerStream stream)
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{
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int c; stream.rInt(out c);
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// Go for all things
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for(int i = 0; i < c; i++)
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{
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Thing t = CreateThing();
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t.ReadWrite(stream);
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}
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}
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// This deserializes vertices
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private Vertex[] ReadVertices(DeserializerStream stream)
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{
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int c; stream.rInt(out c);
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Vertex[] array = new Vertex[c];
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// Go for all vertices
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for(int i = 0; i < c; i++)
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{
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array[i] = CreateVertex(stream);
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}
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return array;
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}
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// This deserializes linedefs
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private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray)
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{
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int c; stream.rInt(out c);
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Linedef[] array = new Linedef[c];
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// Go for all lines
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for(int i = 0; i < c; i++)
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{
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int start, end;
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stream.rInt(out start);
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stream.rInt(out end);
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array[i] = CreateLinedef(verticesarray[start], verticesarray[end], stream);
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}
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return array;
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}
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// This deserializes sidedefs
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private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray)
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{
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int c; stream.rInt(out c);
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// Go for all sidedefs
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for(int i = 0; i < c; i++)
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{
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int lineindex, sectorindex;
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bool front;
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stream.rInt(out lineindex);
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stream.rInt(out sectorindex);
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stream.rBool(out front);
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CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex], stream);
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}
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}
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// This deserializes sectors
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private Sector[] ReadSectors(DeserializerStream stream)
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{
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int c; stream.rInt(out c);
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Sector[] array = new Sector[c];
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// Go for all sectors
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for(int i = 0; i < c; i++)
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{
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array[i] = CreateSector(stream);
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}
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return array;
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}
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#endregion
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#region ================== Updating
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// This updates all structures if needed
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public void Update()
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{
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// Update all!
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Update(true, true);
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}
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// This updates all structures if needed
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public void Update(bool dolines, bool dosectors)
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{
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// Update all linedefs
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if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
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// Update all sectors
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if(dosectors) foreach(Sector s in sectors) s.UpdateCache();
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}
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// This updates all structures after a
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// configuration or settings change
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public void UpdateConfiguration()
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{
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// Update all things
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foreach(Thing t in things) t.UpdateConfiguration();
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}
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#endregion
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#region ================== Selection
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// This checks a flag in a selection type
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private bool InSelectionType(SelectionType value, SelectionType bits)
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{
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return (value & bits) == bits;
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}
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// This converts the selection to a different selection
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// NOTE: This function uses the markings to convert the selection
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public void ConvertSelection(SelectionType target)
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{
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ConvertSelection(SelectionType.All, target);
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}
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// This converts the selection to a different selection
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// NOTE: This function uses the markings to convert the selection
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public void ConvertSelection(SelectionType source, SelectionType target)
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{
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ICollection<Linedef> lines;
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ICollection<Vertex> verts;
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ClearAllMarks(false);
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switch(target)
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{
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// Convert geometry selection to vertices only
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case SelectionType.Vertices:
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if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true);
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if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true);
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verts = General.Map.Map.GetVerticesFromLinesMarks(true);
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foreach(Vertex v in verts) v.Selected = true;
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verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
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foreach(Vertex v in verts) v.Selected = true;
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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break;
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// Convert geometry selection to linedefs only
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case SelectionType.Linedefs:
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if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
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if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
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lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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foreach(Linedef l in lines) l.Selected = true;
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if(InSelectionType(source, SelectionType.Sectors))
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{
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Selected)
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{
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foreach(Sidedef sd in s.Sidedefs)
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sd.Line.Selected = true;
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}
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}
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}
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedVertices();
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break;
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// Convert geometry selection to sectors only
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case SelectionType.Sectors:
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if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
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if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
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lines = LinedefsFromMarkedVertices(false, true, false);
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foreach(Linedef l in lines) l.Selected = true;
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ClearMarkedSectors(true);
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foreach(Linedef l in linedefs)
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{
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if(!l.Selected)
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{
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if(l.Front != null) l.Front.Sector.Marked = false;
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if(l.Back != null) l.Back.Sector.Marked = false;
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}
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}
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ClearSelectedLinedefs();
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ClearSelectedVertices();
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if(InSelectionType(source, SelectionType.Sectors))
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{
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Marked || s.Selected)
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{
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s.Selected = true;
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foreach(Sidedef sd in s.Sidedefs)
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sd.Line.Selected = true;
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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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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Marked)
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{
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s.Selected = true;
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foreach(Sidedef sd in s.Sidedefs)
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sd.Line.Selected = true;
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}
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else
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{
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s.Selected = false;
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}
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}
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}
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break;
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default:
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throw new ArgumentException("Unsupported selection target conversion");
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break;
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}
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// New selection type
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sel_type = target;
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}
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// This clears all selected items
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public void ClearAllSelected()
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{
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ClearSelectedVertices();
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ClearSelectedThings();
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ClearSelectedLinedefs();
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ClearSelectedSectors();
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}
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// This clears selected vertices
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public void ClearSelectedVertices()
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{
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sel_vertices.Clear();
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foreach(Vertex v in vertices) v.Selected = false;
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}
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// This clears selected things
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public void ClearSelectedThings()
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{
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sel_things.Clear();
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foreach(Thing t in things) t.Selected = false;
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}
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// This clears selected linedefs
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public void ClearSelectedLinedefs()
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{
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sel_linedefs.Clear();
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foreach(Linedef l in linedefs) l.Selected = false;
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}
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// This clears selected sectors
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public void ClearSelectedSectors()
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{
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sel_sectors.Clear();
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foreach(Sector s in sectors) s.Selected = false;
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}
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// Returns a collection of vertices that match a selected state
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public ICollection<Vertex> GetSelectedVertices(bool selected)
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{
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if(selected)
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{
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return new List<Vertex>(sel_vertices);
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}
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else
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{
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List<Vertex> list = new List<Vertex>(vertices.Count - sel_vertices.Count);
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foreach(Vertex v in vertices) if(!v.Selected) list.Add(v);
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return list;
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}
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}
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// Returns a collection of things that match a selected state
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public ICollection<Thing> GetSelectedThings(bool selected)
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{
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if(selected)
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{
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return new List<Thing>(sel_things);
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}
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else
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{
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List<Thing> list = new List<Thing>(things.Count - sel_things.Count);
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foreach(Thing t in things) if(!t.Selected) list.Add(t);
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return list;
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}
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}
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// Returns a collection of linedefs that match a selected state
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public ICollection<Linedef> GetSelectedLinedefs(bool selected)
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{
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if(selected)
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{
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return new List<Linedef>(sel_linedefs);
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}
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else
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{
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List<Linedef> list = new List<Linedef>(linedefs.Count - sel_linedefs.Count);
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foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l);
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return list;
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}
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}
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// Returns a collection of sectors that match a selected state
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public ICollection<Sector> GetSelectedSectors(bool selected)
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{
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if(selected)
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{
|
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return new List<Sector>(sel_sectors);
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}
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else
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{
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List<Sector> list = new List<Sector>(sectors.Count - sel_sectors.Count);
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foreach(Sector s in sectors) if(!s.Selected) list.Add(s);
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return list;
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}
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}
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|
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// This selects geometry based on the marking
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|
public void SelectMarkedGeometry(bool mark, bool select)
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{
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SelectMarkedVertices(mark, select);
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SelectMarkedLinedefs(mark, select);
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SelectMarkedSectors(mark, select);
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SelectMarkedThings(mark, select);
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}
|
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|
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// This selects geometry based on the marking
|
|
public void SelectMarkedVertices(bool mark, bool select)
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|
{
|
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foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select;
|
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}
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|
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// This selects geometry based on the marking
|
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public void SelectMarkedLinedefs(bool mark, bool select)
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|
{
|
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foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select;
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}
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|
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// This selects geometry based on the marking
|
|
public void SelectMarkedSectors(bool mark, bool select)
|
|
{
|
|
foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select;
|
|
}
|
|
|
|
// This selects geometry based on the marking
|
|
public void SelectMarkedThings(bool mark, bool select)
|
|
{
|
|
foreach(Thing t in things) if(t.Marked == mark) t.Selected = select;
|
|
}
|
|
|
|
// This selects geometry by group
|
|
public void SelectVerticesByGroup(int groupmask)
|
|
{
|
|
foreach(SelectableElement e in vertices) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
// This selects geometry by group
|
|
public void SelectLinedefsByGroup(int groupmask)
|
|
{
|
|
foreach(SelectableElement e in linedefs) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
// This selects geometry by group
|
|
public void SelectSectorsByGroup(int groupmask)
|
|
{
|
|
foreach(SelectableElement e in sectors) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
// This selects geometry by group
|
|
public void SelectThingsByGroup(int groupmask)
|
|
{
|
|
foreach(SelectableElement e in things) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
// This adds the current selection to a group
|
|
public void AddSelectionToGroup(int groupmask)
|
|
{
|
|
foreach(SelectableElement e in vertices)
|
|
if(e.Selected) e.AddToGroup(groupmask);
|
|
|
|
foreach(SelectableElement e in linedefs)
|
|
if(e.Selected) e.AddToGroup(groupmask);
|
|
|
|
foreach(SelectableElement e in sectors)
|
|
if(e.Selected) e.AddToGroup(groupmask);
|
|
|
|
foreach(SelectableElement e in things)
|
|
if(e.Selected) e.AddToGroup(groupmask);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Marking
|
|
|
|
// This clears all marks
|
|
public void ClearAllMarks(bool mark)
|
|
{
|
|
ClearMarkedVertices(mark);
|
|
ClearMarkedThings(mark);
|
|
ClearMarkedLinedefs(mark);
|
|
ClearMarkedSectors(mark);
|
|
ClearMarkedSidedefs(mark);
|
|
}
|
|
|
|
// This clears marked vertices
|
|
public void ClearMarkedVertices(bool mark)
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = mark;
|
|
}
|
|
|
|
// This clears marked things
|
|
public void ClearMarkedThings(bool mark)
|
|
{
|
|
foreach(Thing t in things) t.Marked = mark;
|
|
}
|
|
|
|
// This clears marked linedefs
|
|
public void ClearMarkedLinedefs(bool mark)
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = mark;
|
|
}
|
|
|
|
// This clears marked sidedefs
|
|
public void ClearMarkedSidedefs(bool mark)
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = mark;
|
|
}
|
|
|
|
// This clears marked sectors
|
|
public void ClearMarkedSectors(bool mark)
|
|
{
|
|
foreach(Sector s in sectors) s.Marked = mark;
|
|
}
|
|
|
|
// This inverts all marks
|
|
public void InvertAllMarks()
|
|
{
|
|
InvertMarkedVertices();
|
|
InvertMarkedThings();
|
|
InvertMarkedLinedefs();
|
|
InvertMarkedSectors();
|
|
InvertMarkedSidedefs();
|
|
}
|
|
|
|
// This inverts marked vertices
|
|
public void InvertMarkedVertices()
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = !v.Marked;
|
|
}
|
|
|
|
// This inverts marked things
|
|
public void InvertMarkedThings()
|
|
{
|
|
foreach(Thing t in things) t.Marked = !t.Marked;
|
|
}
|
|
|
|
// This inverts marked linedefs
|
|
public void InvertMarkedLinedefs()
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = !l.Marked;
|
|
}
|
|
|
|
// This inverts marked sidedefs
|
|
public void InvertMarkedSidedefs()
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = !s.Marked;
|
|
}
|
|
|
|
// This inverts marked 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<Vertex> GetMarkedVertices(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(vertices.Count >> 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<Thing> GetMarkedThings(bool mark)
|
|
{
|
|
List<Thing> list = new List<Thing>(things.Count >> 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<Linedef> GetMarkedLinedefs(bool mark)
|
|
{
|
|
List<Linedef> list = new List<Linedef>(linedefs.Count >> 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<Sidedef> GetMarkedSidedefs(bool mark)
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(sidedefs.Count >> 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<Sector> GetMarkedSectors(bool mark)
|
|
{
|
|
List<Sector> list = new List<Sector>(sectors.Count >> 1);
|
|
foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
// This creates a marking from selection
|
|
public void MarkSelectedVertices(bool selected, bool mark)
|
|
{
|
|
foreach(Vertex v in vertices) if(v.Selected == selected) v.Marked = mark;
|
|
}
|
|
|
|
// This creates a marking from selection
|
|
public void MarkSelectedLinedefs(bool selected, bool mark)
|
|
{
|
|
foreach(Linedef l in linedefs) if(l.Selected == selected) l.Marked = mark;
|
|
}
|
|
|
|
// This creates a marking from selection
|
|
public void MarkSelectedSectors(bool selected, bool mark)
|
|
{
|
|
foreach(Sector s in sectors) if(s.Selected == selected) s.Marked = mark;
|
|
}
|
|
|
|
// This creates a marking from selection
|
|
public void MarkSelectedThings(bool selected, bool mark)
|
|
{
|
|
foreach(Thing t in things) if(t.Selected == selected) t.Marked = mark;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the front and back sidedefs on linedefs with the matching mark
|
|
/// </summary>
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the sidedefs that make up the sectors with the matching mark
|
|
/// </summary>
|
|
public void MarkSidedefsFromSectors(bool matchmark, bool setmark)
|
|
{
|
|
foreach(Sidedef sd in sidedefs)
|
|
{
|
|
if(sd.Sector.Marked == matchmark) sd.Marked = setmark;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Marked == mark)
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromAllLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(vertices.Count >> 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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromSectorsMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(((l.Front != null) && (l.Front.Sector.Marked == mark)) ||
|
|
((l.Back != null) && (l.Back.Sector.Marked == mark)))
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
public void MarkAllSelectedGeometry(bool mark, 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
|
|
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark);
|
|
foreach(Linedef l in lines) l.Marked = mark;
|
|
|
|
// Vertices from linedefs
|
|
ICollection<Vertex> 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!)
|
|
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
|
|
|
|
/// <summary>
|
|
/// Returns the vertex at the specified index. Returns null when index is out of range. This is a O(n) operation.
|
|
/// </summary>
|
|
public Vertex GetVertexByIndex(int index)
|
|
{
|
|
if(index < vertices.Count)
|
|
return General.GetByIndex<Vertex>(vertices, index);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the linedef at the specified index. Returns null when index is out of range. This is a O(n) operation.
|
|
/// </summary>
|
|
public Linedef GetLinedefByIndex(int index)
|
|
{
|
|
if(index < linedefs.Count)
|
|
return General.GetByIndex<Linedef>(linedefs, index);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sidedef at the specified index. Returns null when index is out of range. This is a O(n) operation.
|
|
/// </summary>
|
|
public Sidedef GetSidedefByIndex(int index)
|
|
{
|
|
if(index < sidedefs.Count)
|
|
return General.GetByIndex<Sidedef>(sidedefs, index);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sector at the specified index. Returns null when index is out of range. This is a O(n) operation.
|
|
/// </summary>
|
|
public Sector GetSectorByIndex(int index)
|
|
{
|
|
if(index < sectors.Count)
|
|
return General.GetByIndex<Sector>(sectors, index);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the thing at the specified index. Returns null when index is out of range. This is a O(n) operation.
|
|
/// </summary>
|
|
public Thing GetThingByIndex(int index)
|
|
{
|
|
if(index < things.Count)
|
|
return General.GetByIndex<Thing>(things, index);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified vertex. Returns -1 when the vertex is not in this map. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndexForVertex(Vertex v)
|
|
{
|
|
int index = 0;
|
|
foreach(Vertex vn in vertices)
|
|
{
|
|
if(object.ReferenceEquals(vn, v)) return index;
|
|
index++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified linedef. Returns -1 when the linedef is not in this map. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndexForLinedef(Linedef l)
|
|
{
|
|
int index = 0;
|
|
foreach(Linedef ln in linedefs)
|
|
{
|
|
if(object.ReferenceEquals(ln, l)) return index;
|
|
index++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified sidedef. Returns -1 when the sidedef is not in this map. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndexForSidedef(Sidedef sd)
|
|
{
|
|
int index = 0;
|
|
foreach(Sidedef sn in sidedefs)
|
|
{
|
|
if(object.ReferenceEquals(sn, sd)) return index;
|
|
index++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified sector. Returns -1 when the sector is not in this map. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndexForSector(Sector s)
|
|
{
|
|
int index = 0;
|
|
foreach(Sector sn in sectors)
|
|
{
|
|
if(object.ReferenceEquals(sn, s)) return index;
|
|
index++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the index of the specified thing. Returns -1 when the thing is not in this map. This is a O(n) operation.
|
|
/// </summary>
|
|
public int GetIndexForThing(Thing t)
|
|
{
|
|
int index = 0;
|
|
foreach(Thing tn in things)
|
|
{
|
|
if(object.ReferenceEquals(tn, t)) return index;
|
|
index++;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
#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<Vertex> verts)
|
|
{
|
|
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 = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = 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<Vertex> verts)
|
|
{
|
|
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 = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = 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<Thing> things)
|
|
{
|
|
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 = th.Position.x;
|
|
if(th.Position.x > r) r = th.Position.x;
|
|
if(th.Position.y < t) t = th.Position.y;
|
|
if(th.Position.y > b) b = 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<Vector2D> verts)
|
|
{
|
|
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 = v.x;
|
|
if(v.x > r) r = v.x;
|
|
if(v.y < t) t = v.y;
|
|
if(v.y > b) b = v.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, Vector2D vert)
|
|
{
|
|
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 = vert.x;
|
|
if(vert.x > r) r = vert.x;
|
|
if(vert.y < t) t = vert.y;
|
|
if(vert.y > b) b = 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<Linedef> lines)
|
|
{
|
|
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 = ld.Start.Position.x;
|
|
if(ld.Start.Position.x > r) r = ld.Start.Position.x;
|
|
if(ld.Start.Position.y < t) t = ld.Start.Position.y;
|
|
if(ld.Start.Position.y > b) b = ld.Start.Position.y;
|
|
if(ld.End.Position.x < l) l = ld.End.Position.x;
|
|
if(ld.End.Position.x > r) r = ld.End.Position.x;
|
|
if(ld.End.Position.y < t) t = ld.End.Position.y;
|
|
if(ld.End.Position.y > b) b = ld.End.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
// This filters lines by a square area
|
|
public static ICollection<Linedef> FilterByArea(ICollection<Linedef> lines, ref RectangleF area)
|
|
{
|
|
ICollection<Linedef> newlines = new List<Linedef>(lines.Count);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check the cs field bits
|
|
if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref 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 vertex in a rectangle area
|
|
private static int GetCSFieldBits(Vertex v, ref RectangleF area)
|
|
{
|
|
int bits = 0;
|
|
if(v.Position.y < area.Top) bits |= 0x01;
|
|
if(v.Position.y > area.Bottom) bits |= 0x02;
|
|
if(v.Position.x < area.Left) bits |= 0x04;
|
|
if(v.Position.x > area.Right) bits |= 0x08;
|
|
return bits;
|
|
}
|
|
|
|
// This filters vertices by a square area
|
|
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref RectangleF area)
|
|
{
|
|
ICollection<Vertex> newverts = new List<Vertex>(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))
|
|
{
|
|
// The vertex is in the area
|
|
newverts.Add(v);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Stitching
|
|
|
|
/// <summary>
|
|
/// Stitches marked geometry with non-marked geometry. Returns the number of stitches made.
|
|
/// </summary>
|
|
public int StitchGeometry()
|
|
{
|
|
ICollection<Linedef> movinglines;
|
|
ICollection<Linedef> fixedlines;
|
|
ICollection<Vertex> nearbyfixedverts;
|
|
ICollection<Vertex> movingverts;
|
|
ICollection<Vertex> fixedverts;
|
|
RectangleF editarea;
|
|
int stitches = 0;
|
|
int stitchundo;
|
|
|
|
// Find vertices
|
|
movingverts = General.Map.Map.GetMarkedVertices(true);
|
|
fixedverts = General.Map.Map.GetMarkedVertices(false);
|
|
|
|
// Find lines that moved during the drag
|
|
movinglines = LinedefsFromMarkedVertices(false, true, true);
|
|
|
|
// Find all non-moving lines
|
|
fixedlines = LinedefsFromMarkedVertices(true, false, false);
|
|
|
|
// Determine area in which we are editing
|
|
editarea = MapSet.CreateArea(movinglines);
|
|
editarea = MapSet.IncreaseArea(editarea, movingverts);
|
|
editarea.Inflate(1.0f, 1.0f);
|
|
|
|
// Join nearby vertices
|
|
stitches += MapSet.JoinVertices(fixedverts, movingverts, true, MapSet.STITCH_DISTANCE);
|
|
|
|
// Update cached values of lines because we need their length/angle
|
|
Update(true, false);
|
|
|
|
// Split moving lines with unselected vertices
|
|
nearbyfixedverts = MapSet.FilterByArea(fixedverts, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(movinglines, nearbyfixedverts, MapSet.STITCH_DISTANCE, movinglines);
|
|
|
|
// Split non-moving lines with selected vertices
|
|
fixedlines = MapSet.FilterByArea(fixedlines, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(fixedlines, movingverts, MapSet.STITCH_DISTANCE, movinglines);
|
|
|
|
// Remove looped linedefs
|
|
stitches += MapSet.RemoveLoopedLinedefs(movinglines);
|
|
|
|
// Join overlapping lines
|
|
stitches += MapSet.JoinOverlappingLines(movinglines);
|
|
|
|
return stitches;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry Tools
|
|
|
|
// This removes any virtual sectors in the map
|
|
// Returns the number of sectors removed
|
|
public int RemoveVirtualSectors()
|
|
{
|
|
int count = 0;
|
|
LinkedListNode<Sector> n = sectors.First;
|
|
|
|
// Go for all sectors
|
|
while(n != null)
|
|
{
|
|
LinkedListNode<Sector> nn = n.Next;
|
|
|
|
// Remove when virtual
|
|
if(n.Value.Fields.ContainsKey(VIRTUAL_SECTOR_FIELD))
|
|
{
|
|
n.Value.Dispose();
|
|
count++;
|
|
}
|
|
|
|
n = nn;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// This joins overlapping lines together
|
|
// Returns the number of joins made
|
|
public static int JoinOverlappingLines(ICollection<Linedef> lines)
|
|
{
|
|
int joinsdone = 0;
|
|
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)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.End == l2.End) ||
|
|
(l1.End == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
//while(lines.Remove(l1));
|
|
//l1.Join(l2);
|
|
while(lines.Remove(l2)) ;
|
|
l2.Join(l1);
|
|
joinsdone++;
|
|
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)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.Start == l2.End) ||
|
|
(l1.Start == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
//while(lines.Remove(l1));
|
|
//l1.Join(l2);
|
|
while(lines.Remove(l2)) ;
|
|
l2.Join(l1);
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
// This removes looped linedefs (linedefs which reference the same vertex for start and end)
|
|
// Returns the number of linedefs removed
|
|
public static int RemoveLoopedLinedefs(ICollection<Linedef> 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
|
|
if(l.Start == l.End)
|
|
{
|
|
// 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<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, 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
|
|
foreach(Vertex v1 in set1)
|
|
{
|
|
// Go for all vertices in the second set
|
|
foreach(Vertex v2 in set2)
|
|
{
|
|
// 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(keepsecond)
|
|
{
|
|
// Join the first into the second
|
|
// Second is kept, first is removed
|
|
v1.Join(v2);
|
|
set1.Remove(v1);
|
|
set2.Remove(v1);
|
|
}
|
|
else
|
|
{
|
|
// Join the second into the first
|
|
// First is kept, second is removed
|
|
v2.Join(v1);
|
|
set1.Remove(v2);
|
|
set2.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 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<Linedef> 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 the number of splits made
|
|
public static int SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines)
|
|
{
|
|
float splitdist2 = splitdist * splitdist;
|
|
int splitsdone = 0;
|
|
bool splitted;
|
|
|
|
do
|
|
{
|
|
// No split yet
|
|
splitted = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Go for all the vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// 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) > 0.001f) ||
|
|
(Math.Abs(deltastart.y) > 0.001f)) &&
|
|
((Math.Abs(deltaend.x) > 0.001f) ||
|
|
(Math.Abs(deltaend.y) > 0.001f)))
|
|
{
|
|
// Split line l with vertex v
|
|
Linedef nl = l.Split(v);
|
|
|
|
// Add the new line to the list
|
|
lines.Add(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);
|
|
}
|
|
|
|
// Count the split
|
|
splitsdone++;
|
|
splitted = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when splitted
|
|
// TODO: If we make (linked) lists from the collections first,
|
|
// we don't have to restart when splitted?
|
|
if(splitted) break;
|
|
}
|
|
}
|
|
while(splitted);
|
|
|
|
// Return result
|
|
return splitsdone;
|
|
}
|
|
|
|
// This finds the side closest to the specified position
|
|
public static Sidedef NearestSidedef(ICollection<Sidedef> selection, Vector2D pos)
|
|
{
|
|
Sidedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all sidedefs in selection
|
|
foreach(Sidedef sd in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = sd.Line.SafeDistanceToSq(pos, true);
|
|
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(ICollection<Linedef> selection, Vector2D pos)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float 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<Linedef> selection, Vector2D pos, float maxrange)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (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<Vertex> selection, Vector2D pos)
|
|
{
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
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<Thing> selection, Vector2D pos)
|
|
{
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = t.DistanceToSq(pos);
|
|
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<Vertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Within range?
|
|
if((v.Position.x >= range.Left) && (v.Position.x <= range.Right))
|
|
{
|
|
if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - 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<Thing> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Within range?
|
|
if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size)))
|
|
{
|
|
if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size)))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This snaps all vertices to the map format accuracy
|
|
public void SnapAllToAccuracy()
|
|
{
|
|
foreach(Vertex v in vertices) v.SnapToAccuracy();
|
|
foreach(Thing t in things) t.SnapToAccuracy();
|
|
}
|
|
|
|
// This returns the next unused tag number
|
|
public int GetNewTag()
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
|
|
// Check all sectors
|
|
foreach(Sector s in sectors) usedtags[s.Tag] = true;
|
|
|
|
// Check all lines
|
|
foreach(Linedef l in linedefs) usedtags[l.Tag] = true;
|
|
|
|
// Check all things
|
|
foreach(Thing t in things) usedtags[t.Tag] = true;
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// Problem: all tags used!
|
|
// Lets ignore this problem for now, who needs 65-thousand tags?!
|
|
return 0;
|
|
}
|
|
|
|
// 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 ICollection<Linedef> LinedefsFromMarkedVertices(bool includeunselected, bool includestable, bool includeunstable)
|
|
{
|
|
List<Linedef> list = new List<Linedef>((linedefs.Count / 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)) ||
|
|
(includeunselected && (!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<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
|
|
{
|
|
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
|
|
|
|
// 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<Linedef>(lines.Values);
|
|
}
|
|
|
|
// 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, float 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, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
|
|
|
|
// This finds the thing closest to the specified position
|
|
public Thing NearestThingSquareRange(Vector2D pos, float 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, float maxrange, Vertex v, out float distance)
|
|
{
|
|
Linedef closest = null;
|
|
distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
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<uint, List<Sidedef>> storedsides = new Dictionary<uint, List<Sidedef>>(sidedefs.Count);
|
|
int originalsidescount = sidedefs.Count;
|
|
double starttime = General.Clock.GetCurrentTime();
|
|
|
|
LinkedListNode<Sidedef> sn = sidedefs.First;
|
|
while(sn != null)
|
|
{
|
|
Sidedef stored = null;
|
|
LinkedListNode<Sidedef> nextsn = sn.Next;
|
|
|
|
// Check if checksum is stored
|
|
bool samesidedef = false;
|
|
uint checksum = sn.Value.GetChecksum();
|
|
bool checksumstored = storedsides.ContainsKey(checksum);
|
|
if(checksumstored)
|
|
{
|
|
List<Sidedef> othersides = storedsides[checksum];
|
|
foreach(Sidedef os in othersides)
|
|
{
|
|
// They must be in the same sector
|
|
if(sn.Value.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);
|
|
sn.Value.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 = sn.Value.IsFront;
|
|
sn.Value.Line.DetachSidedef(sn.Value);
|
|
if(isfront)
|
|
sn.Value.Line.AttachFront(stored);
|
|
else
|
|
sn.Value.Line.AttachBack(stored);
|
|
|
|
// Remove the sidedef
|
|
sn.Value.ChangeSector(null);
|
|
sidedefs.Remove(sn);
|
|
}
|
|
else
|
|
{
|
|
// Store this new one
|
|
if(checksumstored)
|
|
{
|
|
storedsides[checksum].Add(sn.Value);
|
|
}
|
|
else
|
|
{
|
|
List<Sidedef> newlist = new List<Sidedef>(4);
|
|
newlist.Add(sn.Value);
|
|
storedsides.Add(checksum, newlist);
|
|
}
|
|
}
|
|
|
|
// Next
|
|
sn = nextsn;
|
|
}
|
|
|
|
// Output info
|
|
double endtime = General.Clock.GetCurrentTime();
|
|
double deltatimesec = (endtime - starttime) / 1000.0d;
|
|
float ratio = 100.0f - (((float)sidedefs.Count / (float)originalsidescount) * 100.0f);
|
|
General.WriteLogLine("Sidedefs compressed: " + sidedefs.Count + " 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()
|
|
{
|
|
foreach(Linedef l in linedefs) l.TranslateToUDMF();
|
|
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(Thing t in things) if(t.Marked) t.TranslateFromUDMF();
|
|
}
|
|
|
|
// This removes unused vertices
|
|
public void RemoveUnusedVertices()
|
|
{
|
|
LinkedListNode<Vertex> vn, vc;
|
|
|
|
// Go for all vertices
|
|
vn = vertices.First;
|
|
while(vn != null)
|
|
{
|
|
vc = vn;
|
|
vn = vc.Next;
|
|
if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|