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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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353 lines
8.5 KiB
C#
Executable file
353 lines
8.5 KiB
C#
Executable file
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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.Generic;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.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 Vertex : SelectableElement
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{
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#region ================== Constants
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public const int BUFFERVERTICES = 1;
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public const int RENDERPRIMITIVES = 1;
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Vertex> selecteditem;
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// Position
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private Vector2D pos;
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//mxd. Height
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private float zfloor;
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private float zceiling;
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// References
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private LinkedList<Linedef> linedefs;
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// Cloning
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private Vertex clone;
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private int serializedindex;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public Vector2D Position { get { return pos; } }
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internal Vertex Clone { get { return clone; } set { clone = value; } }
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internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
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public float ZCeiling { //mxd
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get { return zceiling; }
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set {
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if(zceiling != value)
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{
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BeforeFieldsChange();
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zceiling = value;
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}
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}
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}
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public float ZFloor { //mxd
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get { return zfloor; }
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set {
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if(zfloor != value)
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{
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BeforeFieldsChange();
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zfloor = value;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Vertex(MapSet map, int listindex, Vector2D pos)
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{
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// [ZZ] Check coordinates
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// Something in GZDB creates vertices with NaN coordinates. This needs to be found.
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if (float.IsNaN(pos.x) ||
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float.IsNaN(pos.y))
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{
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throw new Exception("Tried to create a vertex at coordinates NaN,NaN");
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}
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// Initialize
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this.elementtype = MapElementType.VERTEX; //mxd
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this.map = map;
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this.linedefs = new LinkedList<Linedef>();
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this.listindex = listindex;
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this.pos = pos;
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this.zceiling = float.NaN; //mxd
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this.zfloor = float.NaN; //mxd
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecAddVertex(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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if(map.AutoRemove)
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{
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// Dispose the lines that are attached to this vertex
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// because a linedef cannot exist without 2 vertices.
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foreach(Linedef ld in linedefs) ld.Dispose();
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}
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else
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{
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// Detach from linedefs
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foreach(Linedef ld in linedefs) ld.DetachVertexP(this);
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}
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecRemVertex(this);
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// Remove from main list
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map.RemoveVertex(listindex);
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// Clean up
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linedefs = null;
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map = null;
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//mxd. Restore isdisposed so base classes can do their disposal job
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isdisposed = false;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Management
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// Call this before changing properties
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protected override void BeforePropsChange()
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{
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if(map == General.Map.Map)
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General.Map.UndoRedo.RecPrpVertex(this);
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}
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// This attaches a linedef and returns the listitem
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internal LinkedListNode<Linedef> AttachLinedefP(Linedef l)
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{
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return linedefs.AddLast(l);
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}
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// This detaches a linedef
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internal void DetachLinedefP(LinkedListNode<Linedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove linedef
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linedefs.Remove(l);
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// No more linedefs left?
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if((linedefs.Count == 0) && map.AutoRemove)
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{
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// This vertex is now useless, dispose it
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this.Dispose();
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}
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}
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}
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// Serialize / deserialize
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new internal void ReadWrite(IReadWriteStream s)
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{
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if(!s.IsWriting) BeforePropsChange();
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base.ReadWrite(s);
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s.rwVector2D(ref pos);
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s.rwFloat(ref zceiling); //mxd
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s.rwFloat(ref zfloor); //mxd
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if(s.IsWriting)
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{
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// Let all lines know they need an update
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foreach(Linedef l in linedefs) l.NeedUpdate();
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}
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}
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// Selected
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protected override void DoSelect()
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{
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base.DoSelect();
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selecteditem = map.SelectedVertices.AddLast(this);
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}
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// Deselect
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protected override void DoUnselect()
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{
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base.DoUnselect();
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if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
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selecteditem = null;
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}
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#endregion
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#region ================== Methods
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// This copies all properties to another thing
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public void CopyPropertiesTo(Vertex v)
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{
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v.BeforePropsChange();
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// Copy properties
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v.pos = pos;
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v.zceiling = zceiling; //mxd
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v.zfloor = zfloor; //mxd
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base.CopyPropertiesTo(v);
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}
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// This returns the distance from given coordinates
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public float DistanceToSq(Vector2D p)
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{
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return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y);
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}
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// This returns the distance from given coordinates
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public float DistanceTo(Vector2D p)
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{
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return Vector2D.Distance(p, pos);
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}
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// This finds the line closest to the specified position
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public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
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// This moves the vertex
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public void Move(Vector2D newpos)
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{
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// Do we actually move?
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if(newpos != pos)
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{
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BeforePropsChange();
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// Change position
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pos = newpos;
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#if DEBUG
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if(float.IsNaN(pos.x) || float.IsNaN(pos.y) ||
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float.IsInfinity(pos.x) || float.IsInfinity(pos.y))
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{
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General.Fail("Invalid vertex position! The given vertex coordinates cannot be NaN or Infinite.");
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}
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#endif
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// Let all lines know they need an update
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foreach(Linedef l in linedefs) l.NeedUpdate();
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General.Map.IsChanged = true;
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}
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}
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// This snaps the vertex to the map format accuracy
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public void SnapToAccuracy()
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{
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SnapToAccuracy(true);
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}
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// This snaps the vertex to the map format accuracy
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public void SnapToAccuracy(bool usepreciseposition)
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{
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// Round the coordinates
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Vector2D newpos = new Vector2D((float)Math.Round(pos.x, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)),
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(float)Math.Round(pos.y, (usepreciseposition ? General.Map.FormatInterface.VertexDecimals : 0)));
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this.Move(newpos);
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}
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// This snaps the vertex to the grid
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public void SnapToGrid()
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{
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// Calculate nearest grid coordinates
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this.Move(General.Map.Grid.SnappedToGrid(pos));
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}
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// This joins another vertex
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// Which means this vertex is removed and the other is kept!
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public void Join(Vertex other)
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{
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// biwa. Preserve z coords in a smart way
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if (float.IsNaN(other.ZCeiling)) other.ZCeiling = zceiling;
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if (float.IsNaN(other.ZFloor)) other.ZFloor = zfloor;
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// If either of the two vertices was selected, keep the other selected
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if(this.Selected) other.Selected = true;
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if(this.marked) other.marked = true;
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// Any linedefs to move?
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if(linedefs.Count > 0)
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{
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// Detach all linedefs and attach them to the other
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// This will automatically dispose this vertex
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while(linedefs != null)
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{
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// Move the line to the other vertex
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if(linedefs.First.Value.Start == this)
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linedefs.First.Value.SetStartVertex(other);
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else
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linedefs.First.Value.SetEndVertex(other);
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}
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}
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else
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{
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// No lines attached
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// Dispose manually
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this.Dispose();
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}
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General.Map.IsChanged = true;
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}
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// String representation
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public override string ToString()
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{
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#if DEBUG
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return "Vertex " + Index + " (" + pos + (marked ? "; marked" : "") + ")";
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#else
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return "Vertex (" + pos + ")";
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#endif
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}
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#endregion
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}
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}
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