UltimateZoneBuilder/Source/Map/Vertex.cs
codeimp c2479dc0b5 - added UDMF 1.0 specifications
- generalized map elements and added universal fields to generalization
2008-05-30 08:41:13 +00:00

229 lines
5.6 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 CodeImp.DoomBuilder.Rendering;
using SlimDX.Direct3D9;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Vertex : MapElement
{
#region ================== Constants
public const int BUFFERVERTICES = 1;
public const int RENDERPRIMITIVES = 1;
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Vertex> mainlistitem;
// Position
private Vector2D pos;
// References
private LinkedList<Linedef> linedefs;
// Selections
private bool selected;
private bool marked;
// Cloning
private Vertex clone;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Linedef> Linedefs { get { return linedefs; } }
public Vector2D Position { get { return pos; } }
public bool Selected { get { return selected; } set { selected = value; } }
public bool Marked { get { return marked; } set { marked = value; } }
public Vertex Clone { get { return clone; } set { clone = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Vertex(MapSet map, LinkedListNode<Vertex> listitem, Vector2D pos)
{
// Initialize
this.map = map;
this.linedefs = new LinkedList<Linedef>();
this.mainlistitem = listitem;
this.pos = pos;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Remove from main list
mainlistitem.List.Remove(mainlistitem);
// Dispose the lines that are attached to this vertex
// because a linedef cannot exist without 2 vertices.
foreach(Linedef ld in linedefs) ld.Dispose();
// Clean up
linedefs = null;
mainlistitem = null;
map = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// This attaches a linedef and returns the listitem
public LinkedListNode<Linedef> AttachLinedef(Linedef l) { return linedefs.AddLast(l); }
// This detaches a linedef
public void DetachLinedef(LinkedListNode<Linedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove linedef
linedefs.Remove(l);
// No more linedefs left?
if(linedefs.Count == 0)
{
// This vertex is now useless, dispose it
this.Dispose();
}
}
}
#endregion
#region ================== Methods
// This copies all properties to another thing
public void CopyPropertiesTo(Vertex v)
{
// Copy properties
v.pos = pos;
v.selected = selected;
CopyFieldsTo(v);
}
// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{
return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y);
}
// This returns the distance from given coordinates
public float DistanceTo(Vector2D p)
{
Vector2D delta = p - pos;
return delta.GetLength();
}
// This finds the line closest to the specified position
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
// This moves the vertex
public void Move(Vector2D newpos)
{
// Change position
pos = newpos;
// Let all lines know they need an update
foreach(Linedef l in linedefs) l.NeedUpdate();
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy()
{
// Round the coordinates
Vector2D newpos = new Vector2D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals));
this.Move(newpos);
}
// This snaps the vertex to the grid
public void SnapToGrid()
{
// Calculate nearest grid coordinates
this.Move(General.Map.Grid.SnappedToGrid(pos));
}
// This joins another vertex
// Which means this vertex is removed and the other is kept!
public void Join(Vertex other)
{
// If either of the two vertices was selected, keep the other selected
if(this.selected) other.selected = true;
if(this.marked) other.marked = true;
// Any linedefs to move?
if(linedefs.Count > 0)
{
// Detach all linedefs and attach them to the other
// This will automatically dispose this vertex
while(linedefs != null)
{
// Move the line to the other vertex
if(linedefs.First.Value.Start == this)
linedefs.First.Value.SetStartVertex(other);
else
linedefs.First.Value.SetEndVertex(other);
}
}
else
{
// No lines attached
// Dispose manually
this.Dispose();
}
}
#endregion
}
}