mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
1136 lines
28 KiB
C#
1136 lines
28 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;
|
|
using System.Drawing;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Map
|
|
{
|
|
public sealed class MapSet
|
|
{
|
|
#region ================== Constants
|
|
|
|
// Highest tag
|
|
public const int HIGHEST_TAG = 65534;
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Sector indexing
|
|
private List<int> indexholes;
|
|
private int lastsectorindex;
|
|
|
|
// 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>();
|
|
indexholes = new List<int>();
|
|
lastsectorindex = 0;
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Disposer
|
|
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;
|
|
indexholes = null;
|
|
|
|
// Done
|
|
isdisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Management
|
|
|
|
// This makes a deep copy and returns a new MapSet
|
|
public MapSet Clone()
|
|
{
|
|
Linedef nl;
|
|
Sidedef nd;
|
|
|
|
// Create the map set
|
|
MapSet newset = new MapSet();
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
// Make new vertex
|
|
v.Clone = newset.CreateVertex(v.X, v.Y);
|
|
}
|
|
|
|
// Go for all sectors
|
|
foreach(Sector s in sectors)
|
|
{
|
|
// Make new sector
|
|
Sector ns = newset.CreateSector();
|
|
s.Clone = ns;
|
|
|
|
// Copy properties
|
|
s.CopyPropertiesTo(ns);
|
|
}
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Make new linedef
|
|
nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
|
|
|
|
// Copy properties
|
|
l.CopyPropertiesTo(nl);
|
|
|
|
// Linedef has a front side?
|
|
if(l.Front != null)
|
|
{
|
|
// Make new sidedef
|
|
nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
|
|
|
|
// Copy properties
|
|
l.Front.CopyPropertiesTo(nd);
|
|
}
|
|
|
|
// Linedef has a back side?
|
|
if(l.Back != null)
|
|
{
|
|
// Make new sidedef
|
|
nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
|
|
|
|
// Copy properties
|
|
l.Back.CopyPropertiesTo(nd);
|
|
}
|
|
}
|
|
|
|
// Go for all things
|
|
foreach(Thing t in things)
|
|
{
|
|
// Make new thing
|
|
Thing nt = newset.CreateThing();
|
|
|
|
// Copy properties
|
|
t.CopyPropertiesTo(nt);
|
|
}
|
|
|
|
// Remove clone references
|
|
foreach(Vertex v in vertices) v.Clone = null;
|
|
foreach(Sector s in sectors) s.Clone = null;
|
|
|
|
// 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()
|
|
{
|
|
int index;
|
|
|
|
// Do we have any index holes we can use?
|
|
if(indexholes.Count > 0)
|
|
{
|
|
// Take one of the index holes
|
|
index = indexholes[indexholes.Count - 1];
|
|
indexholes.RemoveAt(indexholes.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
// Make a new index
|
|
index = lastsectorindex++;
|
|
}
|
|
|
|
// Make the sector
|
|
return CreateSector(index);
|
|
}
|
|
|
|
// This creates a new sector
|
|
public Sector CreateSector(int index)
|
|
{
|
|
LinkedListNode<Sector> listitem;
|
|
Sector s;
|
|
|
|
// Make a list item
|
|
listitem = new LinkedListNode<Sector>(null);
|
|
|
|
// Make the sector
|
|
s = new Sector(this, listitem, index);
|
|
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;
|
|
}
|
|
|
|
// This adds a sector index hole
|
|
public void AddSectorIndexHole(int index)
|
|
{
|
|
indexholes.Add(index);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Updating
|
|
|
|
// This updates all structures if needed
|
|
public void Update()
|
|
{
|
|
// Update all linedefs
|
|
foreach(Linedef l in linedefs) l.Update();
|
|
}
|
|
|
|
// This updates all structures after a
|
|
// configuration or settings change
|
|
public void UpdateConfiguration()
|
|
{
|
|
// Update all things
|
|
foreach(Thing t in things) t.UpdateConfiguration();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection
|
|
|
|
// This clears all selected items
|
|
public void ClearAllSelected()
|
|
{
|
|
ClearSelectedVertices();
|
|
ClearSelectedThings();
|
|
ClearSelectedLinedefs();
|
|
ClearSelectedSectors();
|
|
}
|
|
|
|
// This clears selected vertices
|
|
public void ClearSelectedVertices()
|
|
{
|
|
foreach(Vertex v in vertices) v.Selected = false;
|
|
}
|
|
|
|
// This clears selected things
|
|
public void ClearSelectedThings()
|
|
{
|
|
foreach(Thing t in things) t.Selected = false;
|
|
}
|
|
|
|
// This clears selected linedefs
|
|
public void ClearSelectedLinedefs()
|
|
{
|
|
foreach(Linedef l in linedefs) l.Selected = false;
|
|
}
|
|
|
|
// This clears selected sectors
|
|
public void ClearSelectedSectors()
|
|
{
|
|
foreach(Sector s in sectors) s.Selected = false;
|
|
}
|
|
|
|
// Returns a collection of vertices that match a selected state
|
|
public ICollection<Vertex> GetVerticesSelection(bool selected)
|
|
{
|
|
List<Vertex> list = new List<Vertex>();
|
|
foreach(Vertex v in vertices) if(v.Selected == selected) list.Add(v);
|
|
return list;
|
|
}
|
|
|
|
// Returns a collection of vertices that match a selected state on the linedefs
|
|
public ICollection<Vertex> GetVerticesFromLinesSelection(bool selected)
|
|
{
|
|
List<Vertex> list = new List<Vertex>();
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Selected == selected)
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
// Returns a collection of vertices that match a selected state on the linedefs
|
|
public ICollection<Vertex> GetVerticesFromSectorsSelection(bool selected)
|
|
{
|
|
List<Vertex> list = new List<Vertex>();
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if( ((l.Front != null) && (l.Front.Sector.Selected == selected)) ||
|
|
((l.Back != null) && (l.Back.Sector.Selected == selected)) )
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
// Returns a collection of things that match a selected state
|
|
public ICollection<Thing> GetThingsSelection(bool selected)
|
|
{
|
|
List<Thing> list = new List<Thing>();
|
|
foreach(Thing t in things) if(t.Selected == selected) list.Add(t);
|
|
return list;
|
|
}
|
|
|
|
// Returns a collection of linedefs that match a selected state
|
|
public ICollection<Linedef> GetLinedefsSelection(bool selected)
|
|
{
|
|
List<Linedef> list = new List<Linedef>();
|
|
foreach(Linedef l in linedefs) if(l.Selected == selected) list.Add(l);
|
|
return list;
|
|
}
|
|
|
|
// Returns a collection of sectors that match a selected state
|
|
public ICollection<Sector> GetSectorsSelection(bool selected)
|
|
{
|
|
List<Sector> list = new List<Sector>();
|
|
foreach(Sector s in sectors) if(s.Selected == selected) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Areas
|
|
|
|
// This creates an area from vertices
|
|
public static Rectangle CreateArea(ICollection<Vertex> verts)
|
|
{
|
|
int l = int.MaxValue;
|
|
int t = int.MaxValue;
|
|
int r = int.MinValue;
|
|
int b = int.MinValue;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.X < l) l = v.X;
|
|
if(v.X > r) r = v.X;
|
|
if(v.Y < t) t = v.Y;
|
|
if(v.Y > b) b = v.Y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new Rectangle(l, t, r - l, b - t);
|
|
}
|
|
|
|
// This creates an area from linedefs
|
|
public static Rectangle CreateArea(ICollection<Linedef> lines)
|
|
{
|
|
int l = int.MaxValue;
|
|
int t = int.MaxValue;
|
|
int r = int.MinValue;
|
|
int b = int.MinValue;
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef ld in lines)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(ld.Start.X < l) l = ld.Start.X;
|
|
if(ld.Start.X > r) r = ld.Start.X;
|
|
if(ld.Start.Y < t) t = ld.Start.Y;
|
|
if(ld.Start.Y > b) b = ld.Start.Y;
|
|
if(ld.End.X < l) l = ld.End.X;
|
|
if(ld.End.X > r) r = ld.End.X;
|
|
if(ld.End.Y < t) t = ld.End.Y;
|
|
if(ld.End.Y > b) b = ld.End.Y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new Rectangle(l, t, r - l, b - t);
|
|
}
|
|
|
|
// This filters lines by a square area
|
|
public static ICollection<Linedef> FilterByArea(ICollection<Linedef> lines, ref Rectangle area)
|
|
{
|
|
ICollection<Linedef> newlines = new List<Linedef>(lines.Count);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check the cs field bits
|
|
if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref area)) == 0)
|
|
{
|
|
// The line could be in the area
|
|
newlines.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newlines;
|
|
}
|
|
|
|
// This returns the cohen-sutherland field bits for a vertex in a rectangle area
|
|
private static byte GetCSFieldBits(Vertex v, ref Rectangle area)
|
|
{
|
|
byte bits = 0;
|
|
if(v.Y < area.Top) bits |= 0x01;
|
|
if(v.Y > area.Bottom) bits |= 0x02;
|
|
if(v.X < area.Left) bits |= 0x04;
|
|
if(v.X > area.Right) bits |= 0x08;
|
|
return bits;
|
|
}
|
|
|
|
// This filters vertices by a square area
|
|
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref Rectangle area)
|
|
{
|
|
ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
|
|
|
|
// Go for all verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Within rect?
|
|
if((v.X >= area.Left) &&
|
|
(v.X <= area.Right) &&
|
|
(v.Y >= area.Top) &&
|
|
(v.Y <= area.Bottom))
|
|
{
|
|
// The vertex is in the area
|
|
newverts.Add(v);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Stitching
|
|
|
|
// This stitches geometry
|
|
public int StitchGeometry(ICollection<Vertex> movingverts, ICollection<Vertex> fixedverts)
|
|
{
|
|
ICollection<Linedef> movinglines;
|
|
ICollection<Linedef> fixedlines;
|
|
ICollection<Vertex> nearbyfixedverts;
|
|
Rectangle editarea;
|
|
int stitches = 0;
|
|
int stitchundo;
|
|
|
|
if(General.MainWindow.AutoMerge)
|
|
{
|
|
// Make undo for the stitching
|
|
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0, false);
|
|
|
|
// Find lines that moved during the drag
|
|
movinglines = LinedefsFromSelectedVertices(false, true, true);
|
|
|
|
// Find all non-moving lines
|
|
fixedlines = LinedefsFromSelectedVertices(true, false, false);
|
|
|
|
// Determine area in which we are editing
|
|
editarea = MapSet.CreateArea(movinglines);
|
|
editarea.Inflate((int)Math.Ceiling(General.Settings.StitchDistance),
|
|
(int)Math.Ceiling(General.Settings.StitchDistance));
|
|
|
|
// Join nearby vertices
|
|
stitches += MapSet.JoinVertices(fixedverts, movingverts, true, General.Settings.StitchDistance);
|
|
|
|
// Update cached values
|
|
Update();
|
|
|
|
// Split moving lines with unselected vertices
|
|
nearbyfixedverts = MapSet.FilterByArea(fixedverts, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(movinglines, nearbyfixedverts, General.Settings.StitchDistance, movinglines);
|
|
|
|
// Split non-moving lines with selected vertices
|
|
fixedlines = MapSet.FilterByArea(fixedlines, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(fixedlines, movingverts, General.Settings.StitchDistance, movinglines);
|
|
|
|
// Remove looped linedefs
|
|
stitches += MapSet.RemoveLoopedLinedefs(movinglines);
|
|
|
|
// Join overlapping lines
|
|
stitches += MapSet.JoinOverlappingLines(movinglines);
|
|
|
|
// No stitching done? then withdraw undo
|
|
if(stitches == 0) General.Map.UndoRedo.WithdrawUndo(stitchundo);
|
|
}
|
|
|
|
return stitches;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry Tools
|
|
|
|
// This joins overlapping lines together
|
|
// Returns the number of joins made
|
|
public static int JoinOverlappingLines(ICollection<Linedef> lines)
|
|
{
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l1 in lines)
|
|
{
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.Start.Linedefs)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.End == l2.End) ||
|
|
(l1.End == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l1));
|
|
l1.Join(l2);
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.End.Linedefs)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.Start == l2.End) ||
|
|
(l1.Start == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l1));
|
|
l1.Join(l2);
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
// This removes looped linedefs (linedefs which reference the same vertex for start and end)
|
|
// Returns the number of linedefs removed
|
|
public static int RemoveLoopedLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int linesremoved = 0;
|
|
bool removedline;
|
|
|
|
do
|
|
{
|
|
// Nothing removed yet
|
|
removedline = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check if referencing the same vertex twice
|
|
if(l.Start == l.End)
|
|
{
|
|
// Remove this line
|
|
while(lines.Remove(l));
|
|
l.Dispose();
|
|
linesremoved++;
|
|
removedline = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while(removedline);
|
|
|
|
// Return result
|
|
return linesremoved;
|
|
}
|
|
|
|
// This joins nearby vertices from two collections. This does NOT join vertices
|
|
// within the same collection, only if they exist in both collections.
|
|
// The vertex from the second collection is moved to match the first vertex.
|
|
// When keepsecond is true, the vertex in the second collection is kept,
|
|
// otherwise the vertex in the first collection is kept.
|
|
// Returns the number of joins made
|
|
public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
|
|
{
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the first set
|
|
foreach(Vertex v1 in set1)
|
|
{
|
|
// Go for all vertices in the second set
|
|
foreach(Vertex v2 in set2)
|
|
{
|
|
// Check if vertices are close enough
|
|
if(v1.DistanceToSq(v2.Position) <= joindist2)
|
|
{
|
|
// Check if not the same vertex
|
|
if(v1 != v2)
|
|
{
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Check which one to keep
|
|
if(keepsecond)
|
|
{
|
|
// Join the first into the second
|
|
// Second is kept, first is removed
|
|
v1.Join(v2);
|
|
set1.Remove(v1);
|
|
set2.Remove(v1);
|
|
}
|
|
else
|
|
{
|
|
// Join the second into the first
|
|
// First is kept, second is removed
|
|
v2.Join(v1);
|
|
set1.Remove(v2);
|
|
set2.Remove(v2);
|
|
}
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
// This splits the given lines with the given vertices
|
|
// All affected lines will be added to changedlines
|
|
// Returns the number of splits made
|
|
public static int SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines)
|
|
{
|
|
float splitdist2 = splitdist * splitdist;
|
|
int splitsdone = 0;
|
|
bool splitted;
|
|
Linedef nl;
|
|
|
|
do
|
|
{
|
|
// No split yet
|
|
splitted = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Go for all the vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Check if v is close enough to l for splitting
|
|
if(l.DistanceToSq(v.Position, true) <= splitdist2)
|
|
{
|
|
// Line is not already referencing v?
|
|
if(((l.Start.X != v.X) || (l.Start.Y != v.Y)) &&
|
|
((l.End.X != v.X) || (l.End.Y != v.Y)))
|
|
{
|
|
// Split line l with vertex v
|
|
nl = l.Split(v);
|
|
|
|
// Add the new line to the list
|
|
lines.Add(nl);
|
|
|
|
// Both lines must be updated because their new length
|
|
// is relevant for next iterations!
|
|
l.Update();
|
|
nl.Update();
|
|
|
|
// Add both lines to changedlines
|
|
if(changedlines != null) changedlines.Add(l);
|
|
if(changedlines != null) changedlines.Add(nl);
|
|
|
|
// Count the split
|
|
splitsdone++;
|
|
splitted = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when splitted
|
|
if(splitted) break;
|
|
}
|
|
}
|
|
while(splitted);
|
|
|
|
// Return result
|
|
return splitsdone;
|
|
}
|
|
|
|
// 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.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the line closest to the specified position
|
|
public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, float maxrange)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (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;
|
|
}
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Within range?
|
|
if((v.Position.x >= range.Left) && (v.Position.x <= range.Right))
|
|
{
|
|
if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the thing closest to the specified position
|
|
public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Within range?
|
|
if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size)))
|
|
{
|
|
if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size)))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This returns the next unused tag number
|
|
public int GetNewTag()
|
|
{
|
|
bool[] usedtags = new bool[HIGHEST_TAG+1];
|
|
usedtags.Initialize();
|
|
|
|
// Check all sectors
|
|
foreach(Sector s in sectors) usedtags[s.Tag] = true;
|
|
|
|
// Check all lines
|
|
foreach(Linedef l in linedefs) usedtags[l.Tag] = true;
|
|
|
|
// Check all things
|
|
foreach(Thing t in things) usedtags[t.Tag] = true;
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= HIGHEST_TAG; i++)
|
|
if(usedtags[i] == false) return i;
|
|
|
|
// Problem: all tags used!
|
|
// Lets ignore this problem for now, who needs 65-thousand tags?!
|
|
return 0;
|
|
}
|
|
|
|
// This returns the sector with the given index or null when the index is not in use
|
|
// TODO: Speed this up by keeping sector references with indices in a dictionary?
|
|
public Sector GetSectorByIndex(int index)
|
|
{
|
|
// Go for all sectors
|
|
foreach(Sector s in sectors)
|
|
{
|
|
// Return sector when index matches
|
|
if(s.Index == index) return s;
|
|
}
|
|
|
|
// Nothing found
|
|
return null;
|
|
}
|
|
|
|
// This makes a list of lines related to vertex selection
|
|
// A line is unstable when one vertex is selected and the other isn't.
|
|
public ICollection<Linedef> LinedefsFromSelectedVertices(bool includeunselected, bool includestable, bool includeunstable)
|
|
{
|
|
List<Linedef> list = new List<Linedef>((linedefs.Count / 2) + 1);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Check if this is to be included
|
|
if((includestable && (l.Start.Selected && l.End.Selected)) ||
|
|
(includeunstable && (l.Start.Selected ^ l.End.Selected)) ||
|
|
(includeunselected && (!l.Start.Selected && !l.End.Selected)) )
|
|
{
|
|
// Add to list
|
|
list.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
// This finds the line closest to the specified position
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
|
|
|
// This finds the line closest to the specified position
|
|
public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
|
|
|
|
// This finds the thing closest to the specified position
|
|
public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
|
|
|
|
// This finds the closest unselected linedef that is not connected to the given vertex
|
|
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
|
|
{
|
|
Linedef closest = null;
|
|
distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (d < distance))
|
|
{
|
|
// Check if not selected
|
|
|
|
// Check if linedef is not connected to v
|
|
if((l.Start != v) && (l.End != v))
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This performs sidedefs compression
|
|
public void CompressSidedefs()
|
|
{
|
|
// TODO: Make this happen
|
|
}
|
|
|
|
// This removes unused vertices
|
|
public void RemoveUnusedVertices()
|
|
{
|
|
LinkedListNode<Vertex> vn, vc;
|
|
|
|
// Go for all vertices
|
|
vn = vertices.First;
|
|
while(vn != null)
|
|
{
|
|
vc = vn;
|
|
vn = vc.Next;
|
|
if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|