UltimateZoneBuilder/Source/Geometry/SectorMaker.cs
codeimp 1ada9addf3 - added SectorMaker (unfinished)
- changed a lot in data management
- less memory usage by texture browsers
2008-05-05 14:22:36 +00:00

376 lines
10 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using SlimDX.Direct3D;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
/// <summary>
/// This makes a sector from all surrounding lines from a given coordinate.
/// Automatically finds the sidedef/sector properties from surrounding sectors/sidedefs.
/// </summary>
public class SectorMaker
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Destructor
/// <summary>
/// This makes a sector from all surrounding lines from a given coordinate.
/// Automatically finds the sidedef/sector properties from surrounding sectors/sidedefs.
/// </summary>
public SectorMaker()
{
// Initialize
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
/// <summary>
/// This makes a sector at the given coordinates, or returns null
/// when sector could not be created.
/// </summary>
public Sector MakeAt(Vector2D pos)
{
// Find the nearest line and determine side, then use the other method to create the sector
Linedef l = General.Map.Map.NearestLinedef(pos);
return MakeAt(l, (l.SideOfLine(pos) <= 0));
}
/// <summary>
/// This makes a sector starting at the given line and side, or
/// returns null when sector could not be created.
/// </summary>
public Sector MakeAt(Linedef line, bool front)
{
List<LinedefSide> alllines = new List<LinedefSide>();
// STEP 1: Find the outer lines
Polygon p = FindOuterLines(line, front, alllines);
if(p != null)
{
// STEP 2: Find the inner lines
FindInnerLines(p, alllines);
// STEP 3: Make the sector
return MakeSector(alllines);
}
else
return null;
}
#endregion
#region ================== Pathfinding
// This finds the inner lines of the sector and adds them to the sector polygon
private void FindInnerLines(Polygon p, List<LinedefSide> alllines)
{
Vertex foundv;
bool vvalid, findmore;
Linedef foundline;
float foundangle = 0f;
bool foundlinefront;
do
{
findmore = false;
// Go for all vertices to find the right-most vertex inside the polygon
foundv = null;
foreach(Vertex v in General.Map.Map.Vertices)
{
// More to the right?
if((foundv == null) || (v.X >= foundv.X))
{
// Vertex is inside the polygon?
if(p.Intersect(v.Position))
{
// Vertex has lines attached?
if(v.Linedefs.Count > 0)
{
// Go for all lines to see if the vertex is not of the polygon itsself
vvalid = true;
foreach(LinedefSide ls in alllines)
{
if((ls.Line.Start == v) || (ls.Line.End == v))
{
vvalid = false;
break;
}
}
// Valid vertex?
if(vvalid) foundv = v;
}
}
}
}
// Found a vertex inside the polygon?
if(foundv != null)
{
// Find the attached linedef with the smallest angle to the right
float targetangle = Angle2D.PIHALF;
foundline = null;
foreach(Linedef l in foundv.Linedefs)
{
// We need an angle unrelated to line direction, so correct for that
float lineangle = l.Angle;
if(l.End == foundv) lineangle += Angle2D.PI;
// Better result?
float deltaangle = Angle2D.Difference(targetangle, lineangle);
if((foundline == null) || (deltaangle < foundangle))
{
foundline = l;
foundangle = deltaangle;
}
}
// We already know that each linedef will go from this vertex
// to the left, because this is the right-most vertex in this area.
// If the line goes to the right, that means the other vertex of that
// line must lie outside this area and the mapper made an error.
// Should I check for this error and fail to create a sector in
// that case or ignore it and create a malformed sector (possibly
// breaking another sector also)?
// Find the side at which to start pathfinding
Vector2D testpos = new Vector2D(100.0f, 0.0f);
foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
// Find inner path
List<LinedefSide> innerlines = FindInnerMostPath(foundline, foundlinefront);
if(innerlines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(innerlines);
Polygon innerpoly = tracepath.MakePolygon();
// Check if the front of the line is outside the polygon
if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
{
// Valid island found!
alllines.AddRange(innerlines);
p.Add(innerpoly);
findmore = true;
}
}
}
}
// Continue until no more holes found
while(findmore);
}
// This finds the outer lines of the sector as a polygon
// Returns null when no valid outer polygon can be found
private Polygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
{
// Find inner path
alllines = FindInnerMostPath(line, front);
if(alllines != null)
{
// Make polygon
LinedefTracePath tracepath = new LinedefTracePath(alllines);
Polygon poly = tracepath.MakePolygon();
// Check if the front of the line is inside the polygon
if(poly.Intersect(line.GetSidePoint(front)))
{
// Valid polygon!
return poly;
}
}
// Path is invalid for sector outer lines
return null;
}
// This finds the inner path from the beginning of a line to the end of the line.
// Returns null when no path could be found.
private List<LinedefSide> FindInnerMostPath(Linedef start, bool front)
{
List<LinedefSide> path = new List<LinedefSide>();
Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
Linedef nextline = start;
bool nextfront = front;
do
{
// Add line to path
path.Add(new LinedefSide(nextline, nextfront));
if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
// Determine next vertex to use
Vertex v = nextfront ? nextline.End : nextline.Start;
// Get list of linedefs and sort by angle
List<Linedef> lines = new List<Linedef>(v.Linedefs);
LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
lines.Sort(sorter);
// Source line is the only one?
if(lines.Count == 1)
{
// Are we allowed to trace along this line again?
if(tracecount[nextline] < 2)
{
// Turn around and go back along the other side of the line
nextfront = !nextfront;
}
else
{
// No more lines, trace ends here
path = null;
}
}
else
{
// Trace along the next line
Linedef prevline = nextline;
if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0];
// Check if front side changes
if((prevline.Start == nextline.Start) ||
(prevline.End == nextline.End)) nextfront = !nextfront;
}
}
// Continue as long as we have not reached the start yet
// or we have no next line to trace
while((path != null) && (nextline != start));
// Return path (null when trace failed)
return path;
}
#endregion
#region ================== Sector Making
// This makes the sector from the given lines and sides
private Sector MakeSector(List<LinedefSide> alllines)
{
Sidedef source = null;
Sector newsector = General.Map.Map.CreateSector();
// Check if any of the sides already has a sidedef
// Then we use information from that sidedef to make the others
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Front != null)
{
source = ls.Line.Front;
source.Sector.CopyPropertiesTo(newsector);
break;
}
}
else
{
if(ls.Line.Back != null)
{
source = ls.Line.Back;
source.Sector.CopyPropertiesTo(newsector);
break;
}
}
}
// If we couldn't find anything, try the other sides
if(source == null)
{
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
if(ls.Line.Back != null)
{
source = ls.Line.Back;
source.Sector.CopyPropertiesTo(newsector);
break;
}
}
else
{
if(ls.Line.Front != null)
{
source = ls.Line.Front;
source.Sector.CopyPropertiesTo(newsector);
break;
}
}
}
}
// Go for all sides to make sidedefs
foreach(LinedefSide ls in alllines)
{
if(ls.Front)
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector);
if(source != null) source.CopyPropertiesTo(ls.Line.Front); else source = ls.Line.Front;
}
else
{
// Create sidedef is needed and ensure it points to the new sector
if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector);
if(source != null) source.CopyPropertiesTo(ls.Line.Back); else source = ls.Line.Back;
}
// Update line
ls.Line.ApplySidedFlags();
}
// Return the new sector
return newsector;
}
#endregion
}
}