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204 lines
6.6 KiB
C#
Executable file
204 lines
6.6 KiB
C#
Executable file
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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//mxd. Shameless Slade 3 SectorBuilder::SectorBuilder ripoff...
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//TODO: There are lots of overlaps with already existing code.
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//TODO: Replace with existing implementations if results are the same & existing code performs faster
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internal sealed class SectorBuilder
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{
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#region ================== Variables
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private List<LinedefSide> sector_edges;
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private HashSet<Vertex> vertex_valid;
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// Current outline
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private List<LinedefSide> o_edges;
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#endregion
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#region ================== Properties
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public List<LinedefSide> SectorEdges { get { return sector_edges; } }
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#endregion
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#region ================== Constructor
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public SectorBuilder()
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{
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sector_edges = new List<LinedefSide>();
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vertex_valid = new HashSet<Vertex>();
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o_edges = new List<LinedefSide>();
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}
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#endregion
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#region ================== Methods
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///<summary>Traces all edges to build a closed sector starting from [line]</summary>
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internal bool TraceSector(Linedef line, bool front)
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{
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// [ZZ] There indeed already was an implementation of this.
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// To do: make sure this works correctly. I don't understand what the old SectorBuilder was doing exactly, but from the looks of it FindPotentialSectorAt should be ok here.
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sector_edges.Clear();
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List<LinedefSide> edges = Tools.FindPotentialSectorAt(line, front);
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if (edges == null)
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return false;
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sector_edges.AddRange(edges);
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return sector_edges.Count > 0;
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}
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/// <summary>Checks if the traced sector is valid (ie. all edges are currently referencing the same (existing) sector)</summary>
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public bool IsValidSector()
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{
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if(sector_edges.Count == 0) return false;
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// Get first edge's sector
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Sector sector = (sector_edges[0].Front ?
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(sector_edges[0].Line.Front != null ? sector_edges[0].Line.Front.Sector : null) :
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(sector_edges[0].Line.Back != null ? sector_edges[0].Line.Back.Sector : null));
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// Sector is invalid if any edge has no current sector
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if(sector == null) return false;
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// Go through subsequent edges
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for(int a = 1; a < sector_edges.Count; a++)
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{
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// Get edge sector
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Sector ssector = (sector_edges[a].Front ?
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(sector_edges[a].Line.Front != null ? sector_edges[a].Line.Front.Sector : null) :
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(sector_edges[a].Line.Back != null ? sector_edges[a].Line.Back.Sector : null));
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// Check if different
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if(sector != ssector) return false;
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}
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// Return true if the entire sector was traced
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return (sector.Sidedefs.Count == sector_edges.Count);
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}
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/// <summary>Finds any existing sector that is already part of the traced new sector</summary>
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internal Sector FindExistingSector(HashSet<Sidedef> sides_ignore)
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{
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// Go through new sector edges
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Sector sector = null;
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Sector sector_priority = null;
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foreach(LinedefSide edge in sector_edges)
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{
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// Check if the edge's corresponding MapSide has a front sector
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if(edge.Front && edge.Line.Front != null && edge.Line.Front.Sector != null)
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{
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if(sides_ignore.Contains(edge.Line.Front))
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sector = edge.Line.Front.Sector;
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else
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sector_priority = edge.Line.Front.Sector;
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}
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// Check if the edge's corresponding MapSide has a back sector
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if(!edge.Front && edge.Line.Back != null && edge.Line.Back.Sector != null)
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{
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if(sides_ignore.Contains(edge.Line.Back))
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sector = edge.Line.Back.Sector;
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else
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sector_priority = edge.Line.Back.Sector;
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}
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}
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return (sector_priority ?? sector);
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}
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/// <summary>Sets all traced edges to [sector], or creates a new sector using properties
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/// from [sector_copy] if none given</summary>
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internal void CreateSector(Sector sector, Sector sector_copy)
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{
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// Create the sector if needed
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if(sector == null)
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{
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sector = General.Map.Map.CreateSector();
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if(sector == null) return;
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sector.Marked = true; //mxd
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// Find potential sector to copy if none specified
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if(sector_copy == null) sector_copy = FindCopySector();
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if(sector_copy != null) sector_copy.CopyPropertiesTo(sector);
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}
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//DebugConsole.WriteLine(" ");
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//DebugConsole.WriteLine("Creating sector " + sector.Index + " from " + sector_edges.Count + " lines");
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//DebugConsole.WriteLine("*************************************************************");
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//DebugConsole.WriteLine(" ");
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// Set sides to new sector
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foreach(LinedefSide edge in sector_edges)
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{
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Sidedef target = (edge.Front ? edge.Line.Front : edge.Line.Back);
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if(target != null)
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{
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if(target.Sector != sector)
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{
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bool targetwas2s = (target.Other != null);
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target.SetSector(sector); //mxd. Reattach side
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//mxd. Mark for texture adjustments if sidedness was changed.
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//mxd. Also keep existing mark if the side was already marked.
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target.Marked |= ((targetwas2s && target.Other == null) || (!targetwas2s && target.Other != null));
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}
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}
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else
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{
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target = General.Map.Map.CreateSidedef(edge.Line, edge.Front, sector); //mxd. Create new side
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target.Marked = true; //mxd. Mark it for texture adjustments
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if(target.Other != null)
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{
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//mxd. Better than nothing
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target.Other.CopyPropertiesTo(target);
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//mxd. Other was singlesided. We'll need to adjust it's textures as well
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target.Other.Marked = true;
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}
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}
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}
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}
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/// <summary>Finds an appropriate existing sector to copy properties from, for the new sector being built</summary>
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private Sector FindCopySector()
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{
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// Go through new sector edges
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Sector sector_copy = null;
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foreach(LinedefSide edge in sector_edges)
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{
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// Check if the edge's corresponding MapSide has a front sector
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if(edge.Line.Front != null && edge.Line.Front.Sector != null)
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{
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// Set sector to copy
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sector_copy = edge.Line.Front.Sector;
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// If the edge is a front edge, use this sector and ignore all else
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if(edge.Front) break;
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}
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// Check if the edge's corresponding MapSide has a back sector
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if(edge.Line.Back != null && edge.Line.Back.Sector != null)
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{
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// Set sector to copy
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sector_copy = edge.Line.Back.Sector;
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// If the edge is a back edge, use this sector and ignore all else
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if(!edge.Front) break;
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}
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}
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return sector_copy;
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}
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#endregion
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}
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}
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