mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
883527c37c
Tag Statistics form: you can now double click on Sectors, Linedefs or Things cell to select them, and right click to open their properties. Texture size labels were displayed incorrectly in some cases. Rewritten VerticesMode.DeleteItem() once again... Vertex Edit form now works in realtime mode. Vertex Edit form: ceiling and floor vertex offsets can now be cleared. Added StairSectorBuilder plugin (I suppose some external plugins will stop working in GZDB because I've changed ButtonStep to float in ButtonsNumericTextbox a couple revisions ago...). Preferences form: action description is now scrollable. Changed background color of Sector Edit form. Vertex' ZCeiling and ZFloor properties are now managed internally.
325 lines
7.6 KiB
C#
325 lines
7.6 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.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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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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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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// Initialize
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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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// 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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// Round the coordinates
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Vector2D newpos = new Vector2D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
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(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals));
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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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// 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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return "Vertex (" + pos + ")";
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}
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#endregion
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}
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}
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