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170 lines
6.5 KiB
C#
Executable file
170 lines
6.5 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 System.Linq;
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using System.Threading;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check overlapping lines", true, 500)]
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public class CheckOverlappingLines : ErrorChecker
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{
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#region ================== Constants
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private const int PROGRESS_STEP = 100;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckOverlappingLines()
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{
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// Total progress is done when all lines are checked
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SetTotalProgress(General.Map.Map.Linedefs.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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Dictionary<Linedef, Linedef> donelines = new Dictionary<Linedef, Linedef>();
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BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
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int progress = 0;
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int stepprogress = 0;
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// Go for all the liendefs
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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// Check if not already done
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if(!donelines.ContainsKey(l))
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{
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// And go for all the linedefs that could overlap
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List<BlockEntry> blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position);
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Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
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foreach(BlockEntry b in blocks)
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{
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foreach(Linedef d in b.Lines)
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{
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// Not the same line and not already checked
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if(!object.ReferenceEquals(l, d) && !doneblocklines.ContainsKey(d))
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{
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double lu, du;
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// Temporary lines
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Line2D tl = l.Line;
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Line2D td = d.Line;
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// If vertices are off-grid and far from the map's origin the calculation of the intersection can go wrong because of rounding errors.
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// So if any vertex is off-grid we'll to the calculations with lines that are closer to the origin. This is pretty ugly :(
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// See https://github.com/jewalky/UltimateDoomBuilder/issues/713
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if (General.Map.FormatInterface.VertexDecimals > 0 &&
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l.Line.v1.x % 1 != 0.0 && l.Line.v1.y % 1 != 0.0 && l.Line.v2.x % 1 != 0.0 && l.Line.v2.y % 1 != 0.0 &&
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d.Line.v1.x % 1 != 0.0 && d.Line.v1.y % 1 != 0.0 && d.Line.v2.x % 1 != 0.0 && d.Line.v2.y % 1 != 0.0)
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{
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HashSet<Vertex> vertices = new HashSet<Vertex>() { l.Start, l.End, d.Start, d.End };
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// Create the offset we want to move the lines by. It is getting the most extreme values of the vertices
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Vector2D offset = new Vector2D(
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(int)vertices.OrderBy(v => Math.Abs(v.Position.x)).First().Position.x,
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(int)vertices.OrderBy(v => Math.Abs(v.Position.y)).First().Position.y
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);
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// Create the two lines to check. this takes the original values, applies the offset, then rounds them to the map format's precision
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tl = new Line2D(
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new Vector2D(Math.Round(l.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
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new Vector2D(Math.Round(l.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(l.Line.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
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);
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td = new Line2D(
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new Vector2D(Math.Round(d.Line.v1.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v1.y - offset.y, General.Map.FormatInterface.VertexDecimals)),
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new Vector2D(Math.Round(d.Line.v2.x - offset.x, General.Map.FormatInterface.VertexDecimals), Math.Round(d.Line.v2.y - offset.y, General.Map.FormatInterface.VertexDecimals))
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);
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}
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//mxd. This can also happen. I suppose. Some people manage to do this. I dunno how, but they do...
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if((l.Start.Position == d.Start.Position && l.End.Position == d.End.Position)
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|| (l.Start.Position == d.End.Position && l.End.Position == d.Start.Position))
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{
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SubmitResult(new ResultLineOverlapping(l, d));
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donelines[d] = d;
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}
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else if(tl.GetIntersection(td, out du, out lu))
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{
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// Check if the lines touch. Note that I don't include 0.0 and 1.0 here because
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// the lines may be touching at the ends when sharing the same vertex.
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if(General.Map.FormatInterface.VertexDecimals > 0) //mxd
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{
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lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
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du = Math.Round(du, General.Map.FormatInterface.VertexDecimals);
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}
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if ((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
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{
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// Check if not the same sector on all sides
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Sector samesector = null;
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if (l.Front != null) samesector = l.Front.Sector;
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else if (l.Back != null) samesector = l.Back.Sector;
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else if (d.Front != null) samesector = d.Front.Sector;
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else if (d.Back != null) samesector = d.Back.Sector;
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if ((l.Front == null) || (l.Front.Sector != samesector)) samesector = null;
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else if ((l.Back == null) || (l.Back.Sector != samesector)) samesector = null;
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else if ((d.Front == null) || (d.Front.Sector != samesector)) samesector = null;
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else if ((d.Back == null) || (d.Back.Sector != samesector)) samesector = null;
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if (samesector == null)
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{
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SubmitResult(new ResultLineOverlapping(l, d));
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donelines[d] = d;
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}
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}
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}
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// Checked
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doneblocklines.Add(d, d);
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}
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}
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}
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}
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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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