UltimateZoneBuilder/Source/BuilderModes/VisualMode/Clipper.cs

269 lines
6.1 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 System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class Clipper
{
#region ================== Constants
private const float MULTIPLIER = 10000f;
private const int MAXRANGE = (int)(Angle2D.PI2 * MULTIPLIER);
private const int HALFRANGE = (int)(Angle2D.PI * MULTIPLIER);
private const int MINRANGE = 0;
#endregion
#region ================== ClipRange struct
// ClipRange structure
private struct ClipRange
{
// Variables
public int low;
public int high;
// Constructor
public ClipRange(int low, int high)
{
this.low = low;
this.high = high;
}
}
#endregion
#region ================== Variables
// Position where we are viewing from
private Vector2D position;
// Clipping ranges
private LinkedList<ClipRange> ranges;
#endregion
#region ================== Constructor / Disposer
// Constructor
public Clipper(Vector2D pos)
{
// Initialize
this.position = pos;
this.ranges = new LinkedList<ClipRange>();
}
// Constructor
public Clipper(Clipper copy)
{
// Initialize
this.position = copy.position;
this.ranges = new LinkedList<ClipRange>(copy.ranges);
}
// Disposer
public void Dispose()
{
this.ranges.Clear();
}
#endregion
#region ================== Testing methods
// This tests a range to see if it is at least partially visible
public bool TestRange(Vector2D a, Vector2D b)
{
int i1, i2, c1, c2, m;
float a1, a2;
// Get angles
a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
// Convert angles to ranges
i1 = (int)(a1 * MULTIPLIER);
i2 = (int)(a2 * MULTIPLIER);
c1 = Math.Min(i1, i2);
c2 = Math.Max(i1, i2);
// Determine rotation direction
m = c2 - c1;
if(m < MINRANGE) m += MAXRANGE;
if(m < HALFRANGE)
{
// Check if the range goes through zero point
if(c2 < c1)
{
// Test two ranges
return RangeVisible(new ClipRange(c1, MAXRANGE)) ||
RangeVisible(new ClipRange(MINRANGE, c2));
}
else
{
// Test a single range
return RangeVisible(new ClipRange(c1, c2));
}
}
else
{
// Check if the range goes through zero point
if(c2 > c1)
{
// Test two ranges
return RangeVisible(new ClipRange(MINRANGE, c1)) ||
RangeVisible(new ClipRange(c2, MAXRANGE));
}
else
{
// Test a single range
return RangeVisible(new ClipRange(c2, c1));
}
}
}
// This tests a single range for visibility
private bool RangeVisible(ClipRange r)
{
// Go for all clipped ranges
foreach(ClipRange c in ranges)
{
// Does clipped range completely hide the given range?
if((c.low <= r.low) && (c.high >= r.high))
{
// No further testing needed, range is clipped
return false;
}
}
// Not completely clipped
return true;
}
#endregion
#region ================== Clipping methods
// This tests a range to see if it is at least partially visible
public bool InsertRange(Vector2D a, Vector2D b)
{
int i1, i2, c1, c2, m;
float a1, a2;
// Get angles
a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
// Convert angles to ranges
i1 = (int)(a1 * MULTIPLIER);
i2 = (int)(a2 * MULTIPLIER);
c1 = Math.Min(i1, i2);
c2 = Math.Max(i1, i2);
// Determine rotation direction
m = c2 - c1;
if(m < MINRANGE) m += MAXRANGE;
if(m < HALFRANGE)
{
// Check if the range goes through zero point
if(c2 < c1)
{
// Add two ranges
return AddRange(new ClipRange(c1, MAXRANGE)) ||
AddRange(new ClipRange(MINRANGE, c2));
}
else
{
// Add a single range
return AddRange(new ClipRange(c1, c2));
}
}
else
{
// Check if the range goes through zero point
if(c2 > c1)
{
// Add two ranges
return AddRange(new ClipRange(MINRANGE, c1)) ||
AddRange(new ClipRange(c2, MAXRANGE));
}
else
{
// Add a single range
return AddRange(new ClipRange(c2, c1));
}
}
}
// This tests a single range for visibility
// Returns true when the entire range has been clipped
private bool AddRange(ClipRange r)
{
LinkedListNode<ClipRange> current, next;
ClipRange c;
// Go for all ranges to find overlappings
current = ranges.First;
while(current != null)
{
// Keep reference to the next
next = current.Next;
c = current.Value;
// Check if ranges overlap
if((c.low <= (r.high + 1)) && (c.high >= (r.low - 1)))
{
// Remove old range from list
ranges.Remove(current);
// Extend range with overlapping range
if(c.low < r.low) r.low = c.low;
if(c.high > r.high) r.high = c.high;
}
// Move to the next
current = next;
}
// Insert the new range
ranges.AddLast(r);
// Return true when entire range is now clipped
return (r.low == MINRANGE) && (r.high == MAXRANGE);
}
#endregion
}
}