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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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170 lines
5.6 KiB
C#
170 lines
5.6 KiB
C#
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#region ================== Copyright (c) 2009 Boris Iwanski
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/*
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* Copyright (c) 2009 Boris Iwanski
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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.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using System.Threading;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check invalid sectors", true, 300)]
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public class CheckClosedSectors : ErrorChecker
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{
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#region ================== Constants
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private const int PROGRESS_STEP = 40;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckClosedSectors()
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{
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// Total progress is done when all sectors are checked
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SetTotalProgress(General.Map.Map.Sectors.Count / PROGRESS_STEP);
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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// This is a simple yet effective way to check if a sector is closed.
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// Each sidedef that belongs to a sector is checked out. The lines vertices
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// are used as the key in a Dictionary. While going through all the
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// sidedefs the values associated to the keys are set with a bitwise OR.
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//
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// The idea for this method was taken from the way DEU checks for closed
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// sectors
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//
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// The starting vertex of the side gets its 1 bit set, the ending vertex
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// of the side gets its 2 bit set.
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// The resulting dictionary will have 1, 2 or 3 as values (unlike the DEU
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// version 0 will not appear here, since we only look at sides that belong
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// to the current sector).
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// Values 1 and 2 mean that a line they belong to has no side belonging to
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// the current sector, thereby making the sector unclosed.
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// A value of 3 usually means all lines belonging to that vertex have at least
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// one side referencing the current sector. There are (rare) cases where this
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// is not true, so a second check is done for all "opposite" vertices of the
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// vertices with values 1 and 2: if the opposite vertex has a value of 3, but
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// the line between the two vertices has no side referencing the current sector,
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// then this falsely good vertex is added to the holes, too
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// Go for all the sectors
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foreach(Sector s in General.Map.Map.Sectors)
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{
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List<Vertex> foundholes = new List<Vertex>();
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Dictionary<Vertex, int> vertices = new Dictionary<Vertex, int>();
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// look at each side that belongs to the current sector
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foreach (Sidedef sd in s.Sidedefs)
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{
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// Add the lines starting vertex to the Dictionary if it's not yet present
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if (!vertices.ContainsKey(sd.Line.Start))
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{
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vertices.Add(sd.Line.Start, 0);
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}
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// Add the lines ending vertex to the Dictionary if it's not yet present
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if (!vertices.ContainsKey(sd.Line.End))
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{
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vertices.Add(sd.Line.End, 0);
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}
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// enable the 1 bit of the start vertex and the 2 bit of the end vertex of the side
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// This is from the sides point of view, where the side is always the "right" of line,
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// so start and end are flipped depending if the current side is the front of the
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// line or not
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if(sd.IsFront == true) {
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vertices[sd.Line.Start] |= 1;
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vertices[sd.Line.End] |= 2;
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}
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else
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{
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vertices[sd.Line.End] |= 1;
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vertices[sd.Line.Start] |= 2;
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}
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}
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// look at all the vertices
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foreach (KeyValuePair<Vertex, int> kvp in vertices)
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{
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// only look at bad vertices
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if (kvp.Value != 3)
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{
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// add the current vertex to the holes list
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if (!foundholes.Contains(kvp.Key))
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{
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foundholes.Add(kvp.Key);
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}
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// this checks if any vertices slipped past the first test
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// look at all lines that share the current vertex
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foreach (Linedef cl in kvp.Key.Linedefs)
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{
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// the line does not has its front or back side referencing the current sector
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if (!((cl.Front != null && cl.Front.Sector == s) || (cl.Back != null && cl.Back.Sector == s)))
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{
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// if the opposite vertex of our current vertex is marked good something must be wrong,
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// since the above check tells us that the line bewtween the vertices has no side referencing
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// the current sector. So add the falsely marked vertex to the holes list
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if (vertices.ContainsKey(cl.Start) && vertices[cl.Start] == 3 && !foundholes.Contains(cl.Start))
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{
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foundholes.Add(cl.Start);
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}
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if (vertices.ContainsKey(cl.End) && vertices[cl.End] == 3 && !foundholes.Contains(cl.End))
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{
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foundholes.Add(cl.End);
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}
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}
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}
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}
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}
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// Add report when holes have been found
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if(foundholes.Count > 0)
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SubmitResult(new ResultSectorUnclosed(s, foundholes));
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else if(s.Sidedefs.Count < 3 || s.BBox.IsEmpty) //mxd
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SubmitResult(new ResultSectorInvalid(s));
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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}
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}
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#endregion
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}
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}
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