UltimateZoneBuilder/Source/Core/Map/Sector.cs
MaxED 8a0ca0e650 Visual mode: added "Auto-align Textures to Selection (X)", "Auto-align Textures to Selection (Y)" and "Auto-align Textures to Selection (X and Y)" actions.
"Snap Map Elements to Grid" mode now tries to fix invalid geometry after vertex snapping.
Vertices mode: in some cases not all vertices were removed when deleting vertices.
Removed "Load GZDoom light definitions" from preferences. If you want to use GZDoom's GLDEFS definitions, add "lights.pk3" as a resource.
Visual mode: fixed a crash when toggling GZDoom Geometry Effects (Tab)
Fixed sector bounding box calculation error.
Renamed "Edit -> Grid Setup..." to "Edit -> Grid and Backdrop Setup..."
Updated documentation
2013-09-03 09:34:28 +00:00

589 lines
17 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.Generic;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Rendering;
using System.Collections.ObjectModel;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Sector : SelectableElement
{
#region ================== Constants
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Sector> selecteditem;
// Sidedefs
private LinkedList<Sidedef> sidedefs;
// Properties
private int fixedindex;
private int floorheight;
private int ceilheight;
private string floortexname;
private string ceiltexname;
private long longfloortexname;
private long longceiltexname;
private int effect;
private int tag;
private int brightness;
//mxd. UDMF properties
private Dictionary<string, bool> flags;
// Cloning
private Sector clone;
private int serializedindex;
// Triangulation
private bool updateneeded;
private bool triangulationneeded;
private RectangleF bbox;
private Triangulation triangles;
private FlatVertex[] flatvertices;
private ReadOnlyCollection<LabelPositionInfo> labels;
private SurfaceEntryCollection surfaceentries;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
/// <summary>
/// An unique index that does not change when other sectors are removed.
/// </summary>
public int FixedIndex { get { return fixedindex; } }
public int FloorHeight { get { return floorheight; } set { BeforePropsChange(); floorheight = value; } }
public int CeilHeight { get { return ceilheight; } set { BeforePropsChange(); ceilheight = value; } }
public string FloorTexture { get { return floortexname; } }
public string CeilTexture { get { return ceiltexname; } }
public long LongFloorTexture { get { return longfloortexname; } }
public long LongCeilTexture { get { return longceiltexname; } }
internal Dictionary<string, bool> Flags { get { return flags; } } //mxd
public int Effect { get { return effect; } set { BeforePropsChange(); effect = value; } }
public int Tag { get { return tag; } set { BeforePropsChange(); tag = value; if((tag < General.Map.FormatInterface.MinTag) || (tag > General.Map.FormatInterface.MaxTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
public int Brightness { get { return brightness; } set { BeforePropsChange(); brightness = value; updateneeded = true; } }
public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; triangulationneeded |= value; } }
public RectangleF BBox { get { return bbox; } }
internal Sector Clone { get { return clone; } set { clone = value; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
public Triangulation Triangles { get { return triangles; } }
public FlatVertex[] FlatVertices { get { return flatvertices; } }
public ReadOnlyCollection<LabelPositionInfo> Labels { get { return labels; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Sector(MapSet map, int listindex, int index)
{
// Initialize
this.map = map;
this.listindex = listindex;
this.sidedefs = new LinkedList<Sidedef>();
this.fixedindex = index;
this.floortexname = "-";
this.ceiltexname = "-";
this.longfloortexname = MapSet.EmptyLongName;
this.longceiltexname = MapSet.EmptyLongName;
this.flags = new Dictionary<string, bool>(); //mxd
this.updateneeded = true;
this.triangulationneeded = true;
this.surfaceentries = new SurfaceEntryCollection();
if(map == General.Map.Map)
General.Map.UndoRedo.RecAddSector(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Dispose the sidedefs that are attached to this sector
// because a sidedef cannot exist without reference to its sector.
if(map.AutoRemove)
foreach(Sidedef sd in sidedefs) sd.Dispose();
else
foreach(Sidedef sd in sidedefs) sd.SetSectorP(null);
if(map == General.Map.Map)
General.Map.UndoRedo.RecRemSector(this);
// Remove from main list
map.RemoveSector(listindex);
// Register the index as free
map.AddSectorIndexHole(fixedindex);
// Free surface entry
General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
// Clean up
sidedefs = null;
map = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Management
// Call this before changing properties
protected override void BeforePropsChange()
{
if(map == General.Map.Map)
General.Map.UndoRedo.RecPrpSector(this);
}
// Serialize / deserialize (passive: this doesn't record)
new internal void ReadWrite(IReadWriteStream s)
{
if(!s.IsWriting)
{
BeforePropsChange();
updateneeded = true;
}
base.ReadWrite(s);
//mxd
if(s.IsWriting) {
s.wInt(flags.Count);
foreach(KeyValuePair<string, bool> f in flags) {
s.wString(f.Key);
s.wBool(f.Value);
}
} else {
int c; s.rInt(out c);
flags = new Dictionary<string, bool>(c);
for(int i = 0; i < c; i++) {
string t; s.rString(out t);
bool b; s.rBool(out b);
flags.Add(t, b);
}
}
s.rwInt(ref fixedindex);
s.rwInt(ref floorheight);
s.rwInt(ref ceilheight);
s.rwString(ref floortexname);
s.rwString(ref ceiltexname);
s.rwLong(ref longfloortexname);
s.rwLong(ref longceiltexname);
s.rwInt(ref effect);
s.rwInt(ref tag);
s.rwInt(ref brightness);
}
// After deserialization
internal void PostDeserialize(MapSet map)
{
triangles.PostDeserialize(map);
updateneeded = true;
triangulationneeded = true;
}
// This copies all properties to another sector
public void CopyPropertiesTo(Sector s)
{
s.BeforePropsChange();
// Copy properties
s.ceilheight = ceilheight;
s.ceiltexname = ceiltexname;
s.longceiltexname = longceiltexname;
s.floorheight = floorheight;
s.floortexname = floortexname;
s.longfloortexname = longfloortexname;
s.effect = effect;
s.tag = tag;
s.flags = new Dictionary<string, bool>(flags); //mxd
s.brightness = brightness;
s.updateneeded = true;
base.CopyPropertiesTo(s);
}
// This attaches a sidedef and returns the listitem
internal LinkedListNode<Sidedef> AttachSidedefP(Sidedef sd)
{
updateneeded = true;
triangulationneeded = true;
return sidedefs.AddLast(sd);
}
// This detaches a sidedef
internal void DetachSidedefP(LinkedListNode<Sidedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove sidedef
updateneeded = true;
triangulationneeded = true;
sidedefs.Remove(l);
// No more sidedefs left?
if((sidedefs.Count == 0) && map.AutoRemove)
{
// This sector is now useless, dispose it
this.Dispose();
}
}
}
// This triangulates the sector geometry
internal void Triangulate()
{
if(updateneeded)
{
// Triangulate again?
if(triangulationneeded || (triangles == null))
{
// Triangulate sector
triangles = Triangulation.Create(this);
triangulationneeded = false;
updateneeded = true;
// Make label positions
labels = Array.AsReadOnly<LabelPositionInfo>(Tools.FindLabelPositions(this).ToArray());
// Number of vertices changed?
if(triangles.Vertices.Count != surfaceentries.totalvertices)
General.Map.CRenderer2D.Surfaces.FreeSurfaces(surfaceentries);
}
}
}
// This makes new vertices as well as floor and ceiling surfaces
internal void CreateSurfaces()
{
if(updateneeded)
{
// Brightness color
int brightint = General.Map.Renderer2D.CalculateBrightness(brightness);
// Make vertices
flatvertices = new FlatVertex[triangles.Vertices.Count];
for(int i = 0; i < triangles.Vertices.Count; i++)
{
flatvertices[i].x = triangles.Vertices[i].x;
flatvertices[i].y = triangles.Vertices[i].y;
flatvertices[i].z = 1.0f;
flatvertices[i].c = brightint;
flatvertices[i].u = triangles.Vertices[i].x;
flatvertices[i].v = triangles.Vertices[i].y;
}
// Create bounding box
bbox = CreateBBox();
// Make update info (this lets the plugin fill in texture coordinates and such)
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, true);
flatvertices.CopyTo(updateinfo.floorvertices, 0);
General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
flatvertices.CopyTo(updateinfo.ceilvertices, 0);
General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
updateinfo.floortexture = longfloortexname;
updateinfo.ceiltexture = longceiltexname;
// Update surfaces
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
// Updated
updateneeded = false;
}
}
// This updates the floor surface
public void UpdateFloorSurface()
{
if(flatvertices == null) return;
// Create floor vertices
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, true, false);
flatvertices.CopyTo(updateinfo.floorvertices, 0);
General.Plugins.OnSectorFloorSurfaceUpdate(this, ref updateinfo.floorvertices);
updateinfo.floortexture = longfloortexname;
// Update entry
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
// This updates the ceiling surface
public void UpdateCeilingSurface()
{
if(flatvertices == null) return;
// Create ceiling vertices
SurfaceUpdate updateinfo = new SurfaceUpdate(flatvertices.Length, false, true);
flatvertices.CopyTo(updateinfo.ceilvertices, 0);
General.Plugins.OnSectorCeilingSurfaceUpdate(this, ref updateinfo.ceilvertices);
updateinfo.ceiltexture = longceiltexname;
// Update entry
General.Map.CRenderer2D.Surfaces.UpdateSurfaces(surfaceentries, updateinfo);
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
// This updates the sector when changes have been made
public void UpdateCache()
{
// Update if needed
if(updateneeded)
{
Triangulate();
CreateSurfaces();
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
}
// Selected
protected override void DoSelect()
{
base.DoSelect();
selecteditem = map.SelectedSectors.AddLast(this);
}
// Deselect
protected override void DoUnselect()
{
base.DoUnselect();
if(selecteditem.List != null) selecteditem.List.Remove(selecteditem);
selecteditem = null;
}
#endregion
#region ================== Methods
// This checks and returns a flag without creating it
public bool IsFlagSet(string flagname) {
if(flags.ContainsKey(flagname))
return flags[flagname];
else
return false;
}
// This sets a flag
public void SetFlag(string flagname, bool value) {
if(!flags.ContainsKey(flagname) || (IsFlagSet(flagname) != value)) {
BeforePropsChange();
flags[flagname] = value;
}
}
// This returns a copy of the flags dictionary
public Dictionary<string, bool> GetFlags() {
return new Dictionary<string, bool>(flags);
}
// This clears all flags
public void ClearFlags() {
BeforePropsChange();
flags.Clear();
}
// This checks if the given point is inside the sector polygon
public bool Intersect(Vector2D p)
{
uint c = 0;
// Go for all sidedefs
foreach(Sidedef sd in sidedefs)
{
// Get vertices
Vector2D v1 = sd.Line.Start.Position;
Vector2D v2 = sd.Line.End.Position;
// Determine min/max values
float miny = Math.Min(v1.y, v2.y);
float maxy = Math.Max(v1.y, v2.y);
float maxx = Math.Max(v1.x, v2.x);
// Check for intersection
if((p.y > miny) && (p.y <= maxy))
{
if(p.x <= maxx)
{
if(v1.y != v2.y)
{
float xint = (p.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
if((v1.x == v2.x) || (p.x <= xint)) c++;
}
}
}
}
// Inside this polygon?
return ((c & 0x00000001UL) != 0);
}
// This creates a bounding box rectangle
// This requires the sector triangulation to be up-to-date!
private RectangleF CreateBBox()
{
if(sidedefs.Count == 0) return new RectangleF(); //mxd
// Setup
float left = float.MaxValue;
float top = float.MaxValue;
float right = float.MinValue;
float bottom = float.MinValue;
List<Vertex> processed = new List<Vertex>(); //mxd
//mxd. This way bbox will be created even if triangulation failed (sector with 2 or less sidedefs and 2 vertices)
foreach (Sidedef s in sidedefs) {
//start...
if (!processed.Contains(s.Line.Start)) {
if (s.Line.Start.Position.x < left) left = s.Line.Start.Position.x;
if (s.Line.Start.Position.x > right) right = s.Line.Start.Position.x;
if (s.Line.Start.Position.y < top) top = s.Line.Start.Position.y;
if (s.Line.Start.Position.y > bottom) bottom = s.Line.Start.Position.y;
processed.Add(s.Line.Start);
}
//end...
if(!processed.Contains(s.Line.End)) {
if(s.Line.End.Position.x < left) left = s.Line.End.Position.x;
if(s.Line.End.Position.x > right) right = s.Line.End.Position.x;
if(s.Line.End.Position.y < top) top = s.Line.End.Position.y;
if(s.Line.End.Position.y > bottom) bottom = s.Line.End.Position.y;
processed.Add(s.Line.End);
}
}
// Return rectangle
return new RectangleF(left, top, right - left, bottom - top);
}
// This joins the sector with another sector
// This sector will be disposed
public void Join(Sector other)
{
// Any sidedefs to move?
if(sidedefs.Count > 0)
{
// Change secter reference on my sidedefs
// This automatically disposes this sector
while(sidedefs != null)
sidedefs.First.Value.SetSector(other);
}
else
{
// No sidedefs attached
// Dispose manually
this.Dispose();
}
General.Map.IsChanged = true;
}
// String representation
public override string ToString()
{
return "Sector " + listindex;
}
#endregion
#region ================== Changes
//mxd. This updates all properties (Doom/Hexen version)
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness)
{
Update(hfloor, hceil, tfloor, tceil, effect, new Dictionary<string, bool>(), tag, brightness);
}
//mxd. This updates all properties (UDMF version)
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, Dictionary<string, bool> flags, int tag, int brightness)
{
BeforePropsChange();
// Apply changes
this.floorheight = hfloor;
this.ceilheight = hceil;
SetFloorTexture(tfloor);
SetCeilTexture(tceil);
this.effect = effect;
this.tag = tag;
this.flags = new Dictionary<string, bool>(flags); //mxd
this.brightness = brightness;
updateneeded = true;
}
// This sets texture
public void SetFloorTexture(string name)
{
BeforePropsChange();
floortexname = name;
longfloortexname = Lump.MakeLongName(name);
updateneeded = true;
General.Map.IsChanged = true;
}
// This sets texture
public void SetCeilTexture(string name)
{
BeforePropsChange();
ceiltexname = name;
longceiltexname = Lump.MakeLongName(name);
updateneeded = true;
General.Map.IsChanged = true;
}
#endregion
}
}