mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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261 lines
6.3 KiB
C#
261 lines
6.3 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.Direct3D9;
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using System.Drawing;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class Vertex : SelectableElement
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{
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#region ================== Constants
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public const int BUFFERVERTICES = 1;
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public const int RENDERPRIMITIVES = 1;
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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<Vertex> mainlistitem;
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// Position
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private Vector2D pos;
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// References
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private LinkedList<Linedef> linedefs;
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// Cloning
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private Vertex clone;
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private int serializedindex;
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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 ICollection<Linedef> Linedefs { get { return linedefs; } }
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public Vector2D Position { get { return pos; } }
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internal Vertex Clone { get { return clone; } set { clone = value; } }
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internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Vertex(MapSet map, LinkedListNode<Vertex> listitem, Vector2D pos)
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{
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// Initialize
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this.map = map;
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this.linedefs = new LinkedList<Linedef>();
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this.mainlistitem = listitem;
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this.pos = pos;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor
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internal Vertex(MapSet map, LinkedListNode<Vertex> listitem, IReadWriteStream stream)
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{
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// Initialize
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this.map = map;
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this.linedefs = new LinkedList<Linedef>();
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this.mainlistitem = listitem;
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ReadWrite(stream);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override 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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// Dispose the lines that are attached to this vertex
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// because a linedef cannot exist without 2 vertices.
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foreach(Linedef ld in linedefs) ld.Dispose();
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// Clean up
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linedefs = null;
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mainlistitem = null;
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map = null;
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// Dispose base
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base.Dispose();
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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 linedef and returns the listitem
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public LinkedListNode<Linedef> AttachLinedef(Linedef l) { return linedefs.AddLast(l); }
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// This detaches a linedef
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public void DetachLinedef(LinkedListNode<Linedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove linedef
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linedefs.Remove(l);
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// No more linedefs left?
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if(linedefs.Count == 0)
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{
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// This vertex is now useless, dispose it
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this.Dispose();
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}
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}
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}
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// Serialize / deserialize
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internal void ReadWrite(IReadWriteStream s)
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{
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base.ReadWrite(s);
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s.rwVector2D(ref pos);
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}
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#endregion
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#region ================== Methods
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// This copies all properties to another thing
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public void CopyPropertiesTo(Vertex v)
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{
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// Copy properties
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v.pos = pos;
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base.CopyPropertiesTo(v);
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}
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// This returns the distance from given coordinates
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public float DistanceToSq(Vector2D p)
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{
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return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y);
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}
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// This returns the distance from given coordinates
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public float DistanceTo(Vector2D p)
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{
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return Vector2D.Distance(p, pos);
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}
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// This finds the line closest to the specified position
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public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
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// This moves the vertex
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public void Move(Vector2D newpos)
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{
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// Do we actually move?
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if(newpos != pos)
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{
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// Change position
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pos = newpos;
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#if DEBUG
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if(float.IsNaN(pos.x) || float.IsNaN(pos.y) ||
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float.IsInfinity(pos.x) || float.IsInfinity(pos.y))
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{
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General.Fail("Invalid vertex position! The given vertex coordinates cannot be NaN or Infinite.");
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}
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#endif
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// Let all lines know they need an update
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foreach(Linedef l in linedefs) l.NeedUpdate();
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General.Map.IsChanged = true;
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}
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}
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// This snaps the vertex to the map format accuracy
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public void SnapToAccuracy()
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{
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// Round the coordinates
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Vector2D newpos = new Vector2D((float)Math.Round(pos.x, General.Map.FormatInterface.VertexDecimals),
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(float)Math.Round(pos.y, General.Map.FormatInterface.VertexDecimals));
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this.Move(newpos);
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}
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// This snaps the vertex to the grid
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public void SnapToGrid()
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{
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// Calculate nearest grid coordinates
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this.Move(General.Map.Grid.SnappedToGrid(pos));
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}
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// This joins another vertex
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// Which means this vertex is removed and the other is kept!
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public void Join(Vertex other)
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{
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// If either of the two vertices was selected, keep the other selected
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if(this.selected) other.selected = true;
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if(this.marked) other.marked = true;
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// Any linedefs to move?
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if(linedefs.Count > 0)
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{
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// Detach all linedefs and attach them to the other
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// This will automatically dispose this vertex
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while(linedefs != null)
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{
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// Move the line to the other vertex
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if(linedefs.First.Value.Start == this)
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linedefs.First.Value.SetStartVertex(other);
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else
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linedefs.First.Value.SetEndVertex(other);
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}
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}
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else
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{
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// No lines attached
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// Dispose manually
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this.Dispose();
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}
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General.Map.IsChanged = true;
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}
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#endregion
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}
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}
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