UltimateZoneBuilder/Source/Map/Linedef.cs
2007-10-24 17:25:03 +00:00

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