mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 23:52:38 +00:00
374 lines
8.5 KiB
C#
374 lines
8.5 KiB
C#
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using SlimDX.Direct3D;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using SlimDX;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Map
|
|
{
|
|
internal class MapSet : IDisposable
|
|
{
|
|
#region ================== Variables
|
|
|
|
// Map structures
|
|
private LinkedList<Vertex> vertices;
|
|
private LinkedList<Linedef> linedefs;
|
|
private LinkedList<Sidedef> sidedefs;
|
|
private LinkedList<Sector> sectors;
|
|
private LinkedList<Thing> things;
|
|
|
|
// Disposing
|
|
private bool isdisposed = false;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public ICollection<Vertex> Vertices { get { return vertices; } }
|
|
public ICollection<Linedef> Linedefs { get { return linedefs; } }
|
|
public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
|
|
public ICollection<Sector> Sectors { get { return sectors; } }
|
|
public ICollection<Thing> Things { get { return things; } }
|
|
public bool IsDisposed { get { return isdisposed; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor for new empty map
|
|
public MapSet()
|
|
{
|
|
// Initialize
|
|
vertices = new LinkedList<Vertex>();
|
|
linedefs = new LinkedList<Linedef>();
|
|
sidedefs = new LinkedList<Sidedef>();
|
|
sectors = new LinkedList<Sector>();
|
|
things = new LinkedList<Thing>();
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Diposer
|
|
public void Dispose()
|
|
{
|
|
ArrayList list;
|
|
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Already set isdisposed so that changes can be prohibited
|
|
isdisposed = true;
|
|
|
|
// Dispose all things
|
|
list = new ArrayList(things);
|
|
foreach(Thing t in list) t.Dispose();
|
|
|
|
// Dispose all sectors
|
|
list = new ArrayList(sectors);
|
|
foreach(Sector s in list) s.Dispose();
|
|
|
|
// Dispose all sidedefs
|
|
list = new ArrayList(sidedefs);
|
|
foreach(Sidedef sd in list) sd.Dispose();
|
|
|
|
// Dispose all linedefs
|
|
list = new ArrayList(linedefs);
|
|
foreach(Linedef l in list) l.Dispose();
|
|
|
|
// Dispose all vertices
|
|
list = new ArrayList(vertices);
|
|
foreach(Vertex v in list) v.Dispose();
|
|
|
|
// Clean up
|
|
vertices = null;
|
|
linedefs = null;
|
|
sidedefs = null;
|
|
sectors = null;
|
|
things = null;
|
|
|
|
// We may spend some time to clean things up here
|
|
GC.Collect();
|
|
|
|
// Done
|
|
isdisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Management
|
|
|
|
// This makes a deep copy and returns a new MapSet
|
|
public MapSet Clone()
|
|
{
|
|
Dictionary<Vertex, Vertex> vertexlink = new Dictionary<Vertex,Vertex>(vertices.Count);
|
|
Dictionary<Linedef, Linedef> linedeflink = new Dictionary<Linedef, Linedef>(linedefs.Count);
|
|
Dictionary<Sector, Sector> sectorlink = new Dictionary<Sector, Sector>(sectors.Count);
|
|
|
|
// Create the map set
|
|
MapSet newset = new MapSet();
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
// Make new vertex
|
|
Vertex nv = newset.CreateVertex(v.X, v.Y);
|
|
vertexlink.Add(v, nv);
|
|
}
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Make new linedef
|
|
Linedef nl = newset.CreateLinedef(vertexlink[l.Start], vertexlink[l.End]);
|
|
linedeflink.Add(l, nl);
|
|
|
|
// Copy properties
|
|
l.CopyPropertiesTo(nl);
|
|
|
|
// Recalculate
|
|
l.Update();
|
|
}
|
|
|
|
// Go for all sectors
|
|
foreach(Sector s in sectors)
|
|
{
|
|
// Make new sector
|
|
Sector ns = newset.CreateSector();
|
|
sectorlink.Add(s, ns);
|
|
|
|
// Copy properties
|
|
s.CopyPropertiesTo(ns);
|
|
}
|
|
|
|
// Go for all sidedefs
|
|
foreach(Sidedef d in sidedefs)
|
|
{
|
|
// Make new sidedef
|
|
Sidedef nd = newset.CreateSidedef(linedeflink[d.Line], d.IsFront, sectorlink[d.Sector]);
|
|
|
|
// Copy properties
|
|
d.CopyPropertiesTo(nd);
|
|
}
|
|
|
|
// Go for all things
|
|
foreach(Thing t in things)
|
|
{
|
|
// Make new thing
|
|
Thing nt = newset.CreateThing();
|
|
|
|
// Copy properties
|
|
t.CopyPropertiesTo(nt);
|
|
}
|
|
|
|
// Return the new set
|
|
return newset;
|
|
}
|
|
|
|
// This creates a new vertex
|
|
public Vertex CreateVertex(int x, int y)
|
|
{
|
|
LinkedListNode<Vertex> listitem;
|
|
Vertex v;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Vertex>(null);
|
|
|
|
// Make the vertex
|
|
v = new Vertex(this, listitem, x, y);
|
|
listitem.Value = v;
|
|
|
|
// Add vertex to the list
|
|
vertices.AddLast(listitem);
|
|
|
|
// Return result
|
|
return v;
|
|
}
|
|
|
|
// This creates a new linedef
|
|
public Linedef CreateLinedef(Vertex start, Vertex end)
|
|
{
|
|
LinkedListNode<Linedef> listitem;
|
|
Linedef l;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Linedef>(null);
|
|
|
|
// Make the linedef
|
|
l = new Linedef(this, listitem, start, end);
|
|
listitem.Value = l;
|
|
|
|
// Add linedef to the list
|
|
linedefs.AddLast(listitem);
|
|
|
|
// Return result
|
|
return l;
|
|
}
|
|
|
|
// This creates a new sidedef
|
|
public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
|
|
{
|
|
LinkedListNode<Sidedef> listitem;
|
|
Sidedef sd;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Sidedef>(null);
|
|
|
|
// Make the sidedef
|
|
sd = new Sidedef(this, listitem, l, front, s);
|
|
listitem.Value = sd;
|
|
|
|
// Add sidedef to the list
|
|
sidedefs.AddLast(listitem);
|
|
|
|
// Return result
|
|
return sd;
|
|
}
|
|
|
|
// This creates a new sector
|
|
public Sector CreateSector()
|
|
{
|
|
LinkedListNode<Sector> listitem;
|
|
Sector s;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Sector>(null);
|
|
|
|
// Make the sector
|
|
s = new Sector(this, listitem);
|
|
listitem.Value = s;
|
|
|
|
// Add sector to the list
|
|
sectors.AddLast(listitem);
|
|
|
|
// Return result
|
|
return s;
|
|
}
|
|
|
|
// This creates a new thing
|
|
public Thing CreateThing()
|
|
{
|
|
LinkedListNode<Thing> listitem;
|
|
Thing t;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Thing>(null);
|
|
|
|
// Make the thing
|
|
t = new Thing(this, listitem);
|
|
listitem.Value = t;
|
|
|
|
// Add thing to the list
|
|
things.AddLast(listitem);
|
|
|
|
// Return result
|
|
return t;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Updating
|
|
|
|
// This updates all structures if needed
|
|
public void Update()
|
|
{
|
|
// Update all linedefs
|
|
foreach(Linedef l in linedefs) l.Update();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Static Tools
|
|
|
|
// This finds the line closest to the specified position
|
|
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.DistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
|
|
{
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = v.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This finds the line closest to the specified position
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
// This performs sidedefs compression
|
|
public void CompressSidedefs()
|
|
{
|
|
// TODO: Make this
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|