mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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343 lines
12 KiB
C#
Executable file
343 lines
12 KiB
C#
Executable file
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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.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using System.Diagnostics;
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using System.Linq;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public sealed class VisualBlockMap
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{
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// This returns all blocks along the given line
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public List<VisualBlockEntry> GetLineBlocks(Vector2D v1, Vector2D v2)
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{
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int x0 = (int)Math.Floor(Math.Min(v1.x, v2.x));
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int y0 = (int)Math.Floor(Math.Min(v1.y, v2.y));
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int x1 = (int)Math.Floor(Math.Max(v1.x, v2.x)) + 1;
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int y1 = (int)Math.Floor(Math.Max(v1.y, v2.y)) + 1;
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var result = new List<VisualBlockEntry>();
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root.GetBlocks(new Rectangle(x0, y0, x1 - x0, y1 - y0), ref result);
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return result;
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}
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public List<VisualBlockEntry> GetBlocks(RectangleF box)
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{
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var result = new List<VisualBlockEntry>();
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root.GetBlocks(ToRectangle(box), ref result);
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return result;
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}
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public List<VisualBlockEntry> GetBlocks(Vector2D pos)
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{
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var result = new List<VisualBlockEntry>();
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root.GetBlocks(new Point((int)Math.Floor(pos.x), (int)Math.Floor(pos.y)), ref result);
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return result;
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}
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// This returns a range of blocks in a frustum
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public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum2D)
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{
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var frustum = new Frustum();
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frustum.planes = new Plane[4]
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{
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new Plane(frustum2D.Lines[0]),
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new Plane(frustum2D.Lines[1]),
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new Plane(frustum2D.Lines[2]),
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new Plane(frustum2D.Lines[3])
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};
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var result = new List<VisualBlockEntry>();
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root.GetBlocks(frustum, ref result);
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return result;
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}
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public Sector GetSectorAt(Vector2D pos)
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{
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List<Sector> sectors = new List<Sector>(1);
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foreach (VisualBlockEntry e in GetBlocks(pos))
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foreach (Sector s in e.Sectors)
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if (s.Intersect(pos))
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sectors.Add(s);
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if (sectors.Count == 0)
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{
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return null;
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}
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else if (sectors.Count == 1)
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{
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return sectors[0];
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}
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else
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{
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// Having multiple intersections indicates that there are self-referencing sectors in this spot.
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// In this case we have to check which side of the nearest linedef pos is on, and then use that sector
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HashSet<Linedef> linedefs = new HashSet<Linedef>(sectors[0].Sidedefs.Count * sectors.Count);
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foreach (Sector s in sectors)
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foreach (Sidedef sd in s.Sidedefs)
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linedefs.Add(sd.Line);
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Linedef nearest = MapSet.NearestLinedef(linedefs, pos);
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double d = nearest.SideOfLine(pos);
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if (d <= 0.0 && nearest.Front != null)
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return nearest.Front.Sector;
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else if (nearest.Back != null)
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return nearest.Back.Sector;
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}
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return null;
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}
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public void Clear()
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{
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root = new Node(new Rectangle(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary, General.Map.Config.RightBoundary - General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary - General.Map.Config.BottomBoundary));
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}
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public void AddSectorsSet(ICollection<Sector> sectors)
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{
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foreach (Sector s in sectors) AddSector(s);
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}
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public void AddLinedefsSet(ICollection<Linedef> lines)
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{
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foreach (Linedef line in lines) AddLinedef(line);
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}
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public void AddThingsSet(ICollection<Thing> things)
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{
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foreach (Thing t in things) AddThing(t);
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}
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public void AddSector(Sector sector)
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{
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root.GetEntry(ToRectangle(sector.BBox)).Sectors.Add(sector);
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}
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public void AddLinedef(Linedef line)
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{
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int x0 = (int)Math.Floor(Math.Min(line.Start.Position.x, line.End.Position.x));
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int y0 = (int)Math.Floor(Math.Min(line.Start.Position.y, line.End.Position.y));
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int x1 = (int)Math.Floor(Math.Max(line.Start.Position.x, line.End.Position.x)) + 1;
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int y1 = (int)Math.Floor(Math.Max(line.Start.Position.y, line.End.Position.y)) + 1;
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root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Lines.Add(line);
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}
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public void AddThing(Thing thing)
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{
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int x0 = (int)Math.Floor(thing.Position.x - thing.Size);
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int x1 = (int)Math.Floor(thing.Position.x + thing.Size) + 1;
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int y0 = (int)Math.Floor(thing.Position.y - thing.Size);
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int y1 = (int)Math.Floor(thing.Position.y + thing.Size) + 1;
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root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Things.Add(thing);
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}
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internal void Dispose()
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{
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Clear();
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}
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static Rectangle ToRectangle(RectangleF bbox)
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{
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int x0 = (int)Math.Floor(bbox.Left);
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int y0 = (int)Math.Floor(bbox.Top);
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int x1 = (int)Math.Floor(bbox.Right) + 1;
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int y1 = (int)Math.Floor(bbox.Bottom) + 1;
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return new Rectangle(x0, y0, x1 - x0, y1 - y0);
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}
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const int MaxLevels = 8;
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Node root = new Node(new Rectangle(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary, General.Map.Config.RightBoundary - General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary - General.Map.Config.BottomBoundary));
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struct Plane
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{
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public Plane(Line2D line)
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{
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Vector2D dir = line.v2 - line.v1;
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A = -dir.y;
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B = dir.x;
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D = -(line.v1.x * A + line.v1.y * B);
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}
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public double A, B, D;
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}
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class Frustum
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{
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public Plane[] planes;
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}
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class Node
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{
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enum Visibility { Inside, Intersecting, Outside };
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public Node(Rectangle bbox)
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{
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this.bbox = bbox;
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extents = new Vector2D(bbox.Width * 0.5f, bbox.Height * 0.5f);
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center = new Vector2D(bbox.X + extents.x, bbox.Y + extents.y);
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}
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public void GetBlocks(Frustum frustum, ref List<VisualBlockEntry> list)
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{
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Visibility vis = TestVisibility(frustum);
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if (vis == Visibility.Inside)
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{
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GetAllBlocks(ref list);
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}
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else if (vis == Visibility.Intersecting)
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{
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if (visualBlock != null)
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list.Add(visualBlock);
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if (topLeft != null)
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{
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topLeft.GetBlocks(frustum, ref list);
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topRight.GetBlocks(frustum, ref list);
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bottomLeft.GetBlocks(frustum, ref list);
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bottomRight.GetBlocks(frustum, ref list);
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}
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}
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}
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void GetAllBlocks(ref List<VisualBlockEntry> list)
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{
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if (visualBlock != null)
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list.Add(visualBlock);
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if (topLeft != null)
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{
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topLeft.GetAllBlocks(ref list);
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topRight.GetAllBlocks(ref list);
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bottomLeft.GetAllBlocks(ref list);
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bottomRight.GetAllBlocks(ref list);
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}
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}
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Visibility TestVisibility(Frustum frustum)
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{
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Visibility result = Visibility.Inside;
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for (int i = 0; i < 4; i++)
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{
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Visibility vis = TestFrustumLineVisibility(frustum.planes[i]);
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if (vis == Visibility.Outside)
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return Visibility.Outside;
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else if (vis == Visibility.Intersecting)
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result = Visibility.Intersecting;
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}
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return result;
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}
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Visibility TestFrustumLineVisibility(Plane plane)
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{
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double e = extents.x * Math.Abs(plane.A) + extents.y * Math.Abs(plane.B);
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double s = center.x * plane.A + center.y * plane.B + plane.D;
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if (s - e > 0.0)
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return Visibility.Inside;
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else if (s + e < 0)
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return Visibility.Outside;
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else
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return Visibility.Intersecting;
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}
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public void GetBlocks(Point pos, ref List<VisualBlockEntry> list)
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{
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if (visualBlock != null)
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list.Add(visualBlock);
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if (topLeft != null)
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{
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if (topLeft.bbox.Contains(pos)) topLeft.GetBlocks(pos, ref list);
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if (topRight.bbox.Contains(pos)) topRight.GetBlocks(pos, ref list);
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if (bottomLeft.bbox.Contains(pos)) bottomLeft.GetBlocks(pos, ref list);
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if (bottomRight.bbox.Contains(pos)) bottomRight.GetBlocks(pos, ref list);
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}
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}
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public void GetBlocks(Rectangle box, ref List<VisualBlockEntry> list)
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{
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if (visualBlock != null)
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list.Add(visualBlock);
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if (topLeft != null)
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{
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if (topLeft.bbox.IntersectsWith(box)) topLeft.GetBlocks(box, ref list);
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if (topRight.bbox.IntersectsWith(box)) topRight.GetBlocks(box, ref list);
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if (bottomLeft.bbox.IntersectsWith(box)) bottomLeft.GetBlocks(box, ref list);
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if (bottomRight.bbox.IntersectsWith(box)) bottomRight.GetBlocks(box, ref list);
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}
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}
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public VisualBlockEntry GetEntry(Rectangle box, int level = 0)
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{
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if (level == MaxLevels)
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{
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if (visualBlock == null)
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visualBlock = new VisualBlockEntry();
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return visualBlock;
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}
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if (topLeft == null)
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CreateChildren();
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if (topLeft.bbox.Contains(box)) return topLeft.GetEntry(box, level + 1);
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if (topRight.bbox.Contains(box)) return topRight.GetEntry(box, level + 1);
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if (bottomLeft.bbox.Contains(box)) return bottomLeft.GetEntry(box, level + 1);
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if (bottomRight.bbox.Contains(box)) return bottomRight.GetEntry(box, level + 1);
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if (visualBlock == null)
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visualBlock = new VisualBlockEntry();
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return visualBlock;
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}
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void CreateChildren()
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{
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int x0 = bbox.X;
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int x1 = bbox.X + bbox.Width / 2;
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int x2 = bbox.X + bbox.Width;
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int y0 = bbox.Y;
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int y1 = bbox.Y + bbox.Height / 2;
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int y2 = bbox.Y + bbox.Height;
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topLeft = new Node(new Rectangle(x0, y0, x1 - x0, y1 - y0));
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topRight = new Node(new Rectangle(x1, y0, x2 - x1, y1 - y0));
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bottomLeft = new Node(new Rectangle(x0, y1, x1 - x0, y2 - y1));
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bottomRight = new Node(new Rectangle(x1, y1, x2 - x1, y2 - y1));
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}
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Rectangle bbox;
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Vector2D extents;
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Vector2D center;
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Node topLeft;
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Node topRight;
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Node bottomLeft;
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Node bottomRight;
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VisualBlockEntry visualBlock;
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}
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}
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}
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