mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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701 lines
17 KiB
C#
701 lines
17 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.Direct3D;
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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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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class MapSet : IDisposable
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{
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#region ================== Variables
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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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// 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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#endregion
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#region ================== Constructor / Disposer
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// Constructor for new empty map
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public 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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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public 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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// Done
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isdisposed = true;
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}
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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.X, v.Y);
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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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Sector ns = newset.CreateSector();
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s.Clone = ns;
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// Copy properties
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s.CopyPropertiesTo(ns);
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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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// Copy properties
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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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// Copy properties
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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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// Copy properties
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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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// Copy properties
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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(int x, int y)
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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, x, y);
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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 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 sector
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public Sector CreateSector()
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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);
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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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#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 linedefs
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foreach(Linedef l in linedefs) l.Update();
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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 ================== Static Tools
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// This joins nearby vertices from two collections. This does NOT join vertices
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// within the same collection, only if they exist in both collections.
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// The vertex from the second collection is moved to match the first vertex.
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// When keepsecond is true, the vertex in the second collection is kept,
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// otherwise the vertex in the first collection is kept.
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// Returns the number of joins made
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public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
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{
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float joindist2 = joindist * joindist;
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int joinsdone = 0;
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bool joined;
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do
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{
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// No joins yet
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joined = false;
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// Go for all vertices in the first set
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foreach(Vertex v1 in set1)
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{
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// Go for all vertices in the second set
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foreach(Vertex v2 in set2)
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{
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// Check if vertices are close enough
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if(v1.DistanceToSq(v2.Position) <= joindist2)
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{
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// Check if not the same vertex
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if(v1 != v2)
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{
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// Move the second vertex to match the first
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v2.Move(v1.Position);
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// Check which one to keep
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if(keepsecond)
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{
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// Join the first into the second
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// Second is kept, first is removed
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v1.Join(v2);
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set1.Remove(v1);
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set2.Remove(v1);
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}
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else
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{
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// Join the second into the first
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// First is kept, second is removed
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v2.Join(v1);
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set1.Remove(v2);
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set2.Remove(v2);
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}
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// Count the join
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joinsdone++;
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joined = true;
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break;
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}
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}
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}
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// Will have to restart when joined
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if(joined) break;
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}
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}
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while(joined);
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// Return result
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return joinsdone;
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}
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// This splits the given lines with the given vertices
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// Returns the number of splits made
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public static int SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist)
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{
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float splitdist2 = splitdist * splitdist;
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int splitsdone = 0;
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bool splitted;
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Linedef nl;
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do
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{
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// No split yet
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splitted = false;
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// Go for all the lines
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foreach(Linedef l in lines)
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{
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// Go for all the vertices
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foreach(Vertex v in verts)
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{
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// Check if v is close enough to l for splitting
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if(l.DistanceToSq(v.Position, true) <= splitdist2)
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{
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// Line is not already referencing v?
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if((l.Start != v) && (l.End != v))
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{
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// Split line l with vertex v
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nl = l.Split(v);
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// Add the new line to the list
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lines.Add(nl);
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// Both lines must be updated because their new length
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// is relevant for next iterations!
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l.Update();
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nl.Update();
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// Count the split
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splitsdone++;
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splitted = true;
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break;
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}
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}
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}
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// Will have to restart when splitted
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if(splitted) break;
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}
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}
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while(splitted);
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// Return result
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return splitsdone;
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}
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// This finds the line closest to the specified position
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public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
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{
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Linedef closest = null;
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float distance = float.MaxValue;
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float d;
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// Go for all linedefs in selection
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foreach(Linedef l in selection)
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{
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// Calculate distance and check if closer than previous find
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d = l.SafeDistanceToSq(pos, true);
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if(d < distance)
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{
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// This one is closer
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closest = l;
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distance = d;
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}
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}
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// Return result
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return closest;
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}
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// This finds the line closest to the specified position
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public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, float maxrange)
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{
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Linedef closest = null;
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float distance = float.MaxValue;
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float maxrangesq = maxrange * maxrange;
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float d;
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// Go for all linedefs in selection
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foreach(Linedef l in selection)
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{
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// Calculate distance and check if closer than previous find
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d = l.SafeDistanceToSq(pos, true);
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if((d <= maxrangesq) && (d < distance))
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{
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// This one is closer
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closest = l;
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distance = d;
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}
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}
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// Return result
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return closest;
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}
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// This finds the vertex closest to the specified position
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public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
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{
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Vertex closest = null;
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float distance = float.MaxValue;
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float d;
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// Go for all vertices in selection
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foreach(Vertex v in selection)
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{
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// Calculate distance and check if closer than previous find
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d = v.DistanceToSq(pos);
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if(d < distance)
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{
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// This one is closer
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closest = v;
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distance = d;
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}
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}
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// Return result
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return closest;
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}
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// This finds the vertex closest to the specified position
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public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
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{
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RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
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Vertex closest = null;
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float distance = float.MaxValue;
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float d;
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// Go for all vertices in selection
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foreach(Vertex v in selection)
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{
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// Within range?
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if((v.Position.x >= range.Left) && (v.Position.x <= range.Right))
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{
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if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom))
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{
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// Close than previous find?
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d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - pos.y);
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if(d < distance)
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{
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// This one is closer
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closest = v;
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distance = d;
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}
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}
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}
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}
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// Return result
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return closest;
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}
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// This finds the thing closest to the specified position
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public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, float maxrange)
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{
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RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
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Thing closest = null;
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float distance = float.MaxValue;
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float d;
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// Go for all vertices in selection
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foreach(Thing t in selection)
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{
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// Within range?
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if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size)))
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{
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if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size)))
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{
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// Close than previous find?
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d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y);
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if(d < distance)
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{
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// This one is closer
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closest = t;
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distance = d;
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}
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}
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}
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}
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// Return result
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return closest;
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}
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#endregion
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#region ================== Tools
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// This makes a list of lines related to vertex selection
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// A line is unstable when one vertex is selected and the other isn't.
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public ICollection<Linedef> LinedefsFromSelectedVertices(bool includestable, bool includeunstable)
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{
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List<Linedef> list = new List<Linedef>();
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// Go for all lines
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foreach(Linedef l in linedefs)
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{
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// Check if this is to be included
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if((includestable && ((l.Start.Selected > 0) && (l.End.Selected > 0))) ||
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(includeunstable && ((l.Start.Selected > 0) || (l.End.Selected > 0))) )
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{
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// Add to list
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list.Add(l);
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}
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}
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// Return result
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return list;
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}
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// This returns all vertices not in verts collection
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public ICollection<Vertex> InvertedCollection(ICollection<Vertex> verts)
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{
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List<Vertex> list = new List<Vertex>();
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// Go for all vertices
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|
foreach(Vertex v in vertices) if(!verts.Contains(v)) list.Add(v);
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
// This returns all linedefs not in lines collection
|
|
public ICollection<Linedef> InvertedCollection(ICollection<Linedef> lines)
|
|
{
|
|
List<Linedef> list = new List<Linedef>();
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in linedefs) if(!lines.Contains(l)) list.Add(l);
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
// 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
|
|
public void CompressSidedefs()
|
|
{
|
|
// TODO: Make this happen
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|