mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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331 lines
8.4 KiB
C#
331 lines
8.4 KiB
C#
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX.Direct3D;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public class Linedef : IDisposable
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{
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#region ================== Constants
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public const int BUFFERVERTICES = 4;
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public const int RENDERPRIMITIVES = 2;
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public static readonly byte[] EMPTY_ARGS = new byte[5];
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private const float NORMAL_LENGTH = 6f;
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Linedef> mainlistitem;
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private LinkedListNode<Linedef> startvertexlistitem;
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private LinkedListNode<Linedef> endvertexlistitem;
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// Vertices
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private Vertex start;
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private Vertex end;
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// Sidedefs
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private Sidedef front;
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private Sidedef back;
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// Cache
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private bool updateneeded;
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private float lengthsq;
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private float length;
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private float lengthinv;
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private float angle;
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// Properties
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private int flags;
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private int action;
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private int tag;
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private byte[] args;
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// Selections
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private int selected;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public Vertex Start { get { return start; } }
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public Vertex End { get { return end; } }
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public Sidedef Front { get { return front; } }
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public Sidedef Back { get { return back; } }
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public bool IsDisposed { get { return isdisposed; } }
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public int Flags { get { return flags; } }
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public int Action { get { return action; } }
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public int Tag { get { return tag; } }
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public int Selected { get { return selected; } set { selected = value; } }
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public float LengthSq { get { return lengthsq; } }
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public float Length { get { return length; } }
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public float LengthInv { get { return lengthinv; } }
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public float Angle { get { return angle; } }
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public int AngleDeg { get { return (int)(angle * Angle2D.PIDEG); } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Linedef(MapSet map, LinkedListNode<Linedef> listitem, Vertex start, Vertex end)
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{
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// Initialize
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this.map = map;
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this.mainlistitem = listitem;
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this.start = start;
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this.end = end;
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this.updateneeded = true;
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// Attach to vertices
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startvertexlistitem = start.AttachLinedef(this);
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endvertexlistitem = end.AttachLinedef(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Remove from main list
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mainlistitem.List.Remove(mainlistitem);
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// Detach from vertices
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start.DetachLinedef(startvertexlistitem);
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end.DetachLinedef(endvertexlistitem);
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// Dispose sidedefs
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if(front != null) front.Dispose();
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if(back != null) back.Dispose();
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// Clean up
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mainlistitem = null;
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startvertexlistitem = null;
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endvertexlistitem = null;
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start = null;
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end = null;
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front = null;
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back = null;
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map = null;
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}
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}
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#endregion
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#region ================== Management
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// This attaches a sidedef on the front
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public void AttachFront(Sidedef s)
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{
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// No sidedef here yet?
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if(front == null)
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{
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// Attach and recalculate
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front = s;
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updateneeded = true;
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}
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else throw new Exception("Linedef already has a front Sidedef.");
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}
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// This attaches a sidedef on the back
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public void AttachBack(Sidedef s)
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{
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// No sidedef here yet?
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if(back == null)
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{
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// Attach and recalculate
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back = s;
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updateneeded = true;
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}
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else throw new Exception("Linedef already has a back Sidedef.");
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}
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// This detaches a sidedef from the front
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public void DetachSidedef(Sidedef s)
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{
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// Sidedef is on the front?
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if(front == s)
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{
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// Remove sidedef reference
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front = null;
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updateneeded = true;
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}
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// Sidedef is on the back?
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else if(back == s)
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{
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// Remove sidedef reference
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back = null;
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updateneeded = true;
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}
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else throw new Exception("Specified Sidedef is not attached to this Linedef.");
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}
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// This updates the line when changes have been made
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public void Update()
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{
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Vector2D delta;
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// Update if needed
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if(updateneeded)
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{
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// Delta vector
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delta = end.Position - start.Position;
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// Recalculate values
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lengthsq = delta.GetLengthSq();
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length = (float)Math.Sqrt(lengthsq);
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if(length > 0f) lengthinv = 1f / length; else lengthinv = 1f / 0.0000000001f;
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angle = delta.GetAngle();
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// Updated
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updateneeded = false;
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}
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}
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// This flags the line needs an update
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public void NeedUpdate()
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{
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updateneeded = true;
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}
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// This copies all properties to another line
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public void CopyPropertiesTo(Linedef l)
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{
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// Copy properties
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l.action = action;
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l.args = (byte[])args.Clone();
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l.flags = flags;
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l.tag = tag;
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l.updateneeded = true;
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}
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#endregion
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#region ================== Methods
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// This returns the shortest distance from given coordinates to line
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public float SafeDistanceToSq(Vector2D p, bool bounded)
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{
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Vector2D v1 = start.Position;
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Vector2D v2 = end.Position;
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// Calculate intersection offset
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float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / lengthsq;
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// Limit intersection offset to the line
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if(bounded) if(u < lengthinv) u = lengthinv; else if(u > (1f - lengthinv)) u = 1f - lengthinv;
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// Calculate intersection point
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Vector2D i = v1 + u * (v2 - v1);
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// Return distance between intersection and point
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// which is the shortest distance to the line
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float ldx = p.x - i.x;
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float ldy = p.y - i.y;
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return ldx * ldx + ldy * ldy;
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}
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// This returns the shortest distance from given coordinates to line
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public float SafeDistanceTo(Vector2D p, bool bounded)
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{
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return (float)Math.Sqrt(SafeDistanceToSq(p, bounded));
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}
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// This returns the shortest distance from given coordinates to line
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public float DistanceToSq(Vector2D p, bool bounded)
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{
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Vector2D v1 = start.Position;
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Vector2D v2 = end.Position;
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// Calculate intersection offset
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float u = ((p.x - v1.x) * (v2.x - v1.x) + (p.y - v1.y) * (v2.y - v1.y)) / lengthsq;
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// Limit intersection offset to the line
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if(bounded) if(u < 0f) u = 0f; else if(u > 1f) u = 1f;
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// Calculate intersection point
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Vector2D i = v1 + u * (v2 - v1);
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// Return distance between intersection and point
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// which is the shortest distance to the line
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float ldx = p.x - i.x;
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float ldy = p.y - i.y;
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return ldx * ldx + ldy * ldy;
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}
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// This returns the shortest distance from given coordinates to line
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public float DistanceTo(Vector2D p, bool bounded)
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{
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return (float)Math.Sqrt(DistanceToSq(p, bounded));
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}
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// This tests on which side of the line the given coordinates are
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// returns < 0 for front (right) side, > 0 for back (left) side and 0 if on the line
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public float SideOfLine(Vector2D p)
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{
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Vector2D v1 = start.Position;
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Vector2D v2 = end.Position;
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// Calculate and return side information
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return (p.y - v1.y) * (v2.x - v1.x) - (p.x - v1.x) * (v2.y - v1.y);
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}
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#endregion
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#region ================== Changes
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// This updates all properties
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public void Update(int flags, int tag, int action, byte[] args)
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{
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// Apply changes
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this.flags = flags;
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this.tag = tag;
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this.action = action;
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this.args = args;
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this.updateneeded = true;
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}
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#endregion
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}
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}
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