mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-02 16:42:30 +00:00
170 lines
6.5 KiB
C#
Executable file
170 lines
6.5 KiB
C#
Executable file
|
|
#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.Generic;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
[ErrorChecker("Check overlapping lines", true, 500)]
|
|
public class CheckOverlappingLines : ErrorChecker
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const int PROGRESS_STEP = 100;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public CheckOverlappingLines()
|
|
{
|
|
// Total progress is done when all lines are checked
|
|
SetTotalProgress(General.Map.Map.Linedefs.Count / PROGRESS_STEP);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This runs the check
|
|
public override void Run()
|
|
{
|
|
Dictionary<Linedef, Linedef> donelines = new Dictionary<Linedef, Linedef>();
|
|
BlockMap<BlockEntry> blockmap = BuilderPlug.Me.ErrorCheckForm.BlockMap;
|
|
int progress = 0;
|
|
int stepprogress = 0;
|
|
|
|
// Go for all the liendefs
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
// Check if not already done
|
|
if(!donelines.ContainsKey(l))
|
|
{
|
|
// And go for all the linedefs that could overlap
|
|
List<BlockEntry> blocks = blockmap.GetLineBlocks(l.Start.Position, l.End.Position);
|
|
Dictionary<Linedef, Linedef> doneblocklines = new Dictionary<Linedef, Linedef>(blocks.Count * 3);
|
|
foreach(BlockEntry b in blocks)
|
|
{
|
|
foreach(Linedef d in b.Lines)
|
|
{
|
|
// Not the same line and not already checked
|
|
if(!object.ReferenceEquals(l, d) && !doneblocklines.ContainsKey(d))
|
|
{
|
|
double lu, du;
|
|
|
|
// Temporary lines
|
|
Line2D tl = l.Line;
|
|
Line2D td = d.Line;
|
|
|
|
// If vertices are off-grid and far from the map's origin the calculation of the intersection can go wrong because of rounding errors.
|
|
// So if any vertex is off-grid we'll to the calculations with lines that are closer to the origin. This is pretty ugly :(
|
|
// See https://github.com/jewalky/UltimateDoomBuilder/issues/713
|
|
if (General.Map.FormatInterface.VertexDecimals > 0 &&
|
|
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 &&
|
|
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)
|
|
{
|
|
HashSet<Vertex> vertices = new HashSet<Vertex>() { l.Start, l.End, d.Start, d.End };
|
|
|
|
// Create the offset we want to move the lines by. It is getting the most extreme values of the vertices
|
|
Vector2D offset = new Vector2D(
|
|
(int)vertices.OrderBy(v => Math.Abs(v.Position.x)).First().Position.x,
|
|
(int)vertices.OrderBy(v => Math.Abs(v.Position.y)).First().Position.y
|
|
);
|
|
|
|
// Create the two lines to check. this takes the original values, applies the offset, then rounds them to the map format's precision
|
|
tl = new Line2D(
|
|
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)),
|
|
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))
|
|
);
|
|
|
|
td = new Line2D(
|
|
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)),
|
|
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))
|
|
);
|
|
}
|
|
|
|
//mxd. This can also happen. I suppose. Some people manage to do this. I dunno how, but they do...
|
|
if((l.Start.Position == d.Start.Position && l.End.Position == d.End.Position)
|
|
|| (l.Start.Position == d.End.Position && l.End.Position == d.Start.Position))
|
|
{
|
|
SubmitResult(new ResultLineOverlapping(l, d));
|
|
donelines[d] = d;
|
|
}
|
|
else if(tl.GetIntersection(td, out du, out lu))
|
|
{
|
|
// Check if the lines touch. Note that I don't include 0.0 and 1.0 here because
|
|
// the lines may be touching at the ends when sharing the same vertex.
|
|
if(General.Map.FormatInterface.VertexDecimals > 0) //mxd
|
|
{
|
|
lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
|
|
du = Math.Round(du, General.Map.FormatInterface.VertexDecimals);
|
|
}
|
|
|
|
if ((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
|
|
{
|
|
// Check if not the same sector on all sides
|
|
Sector samesector = null;
|
|
if (l.Front != null) samesector = l.Front.Sector;
|
|
else if (l.Back != null) samesector = l.Back.Sector;
|
|
else if (d.Front != null) samesector = d.Front.Sector;
|
|
else if (d.Back != null) samesector = d.Back.Sector;
|
|
|
|
if ((l.Front == null) || (l.Front.Sector != samesector)) samesector = null;
|
|
else if ((l.Back == null) || (l.Back.Sector != samesector)) samesector = null;
|
|
else if ((d.Front == null) || (d.Front.Sector != samesector)) samesector = null;
|
|
else if ((d.Back == null) || (d.Back.Sector != samesector)) samesector = null;
|
|
|
|
if (samesector == null)
|
|
{
|
|
SubmitResult(new ResultLineOverlapping(l, d));
|
|
donelines[d] = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Checked
|
|
doneblocklines.Add(d, d);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle thread interruption
|
|
try { Thread.Sleep(0); }
|
|
catch(ThreadInterruptedException) { return; }
|
|
|
|
// We are making progress!
|
|
if((++progress / PROGRESS_STEP) > stepprogress)
|
|
{
|
|
stepprogress = (progress / PROGRESS_STEP);
|
|
AddProgress(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|