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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1576 lines
54 KiB
C#
1576 lines
54 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.Map;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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/// <summary>
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/// Tools to work with geometry.
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/// </summary>
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public static class Tools
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{
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#region ================== Structures
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private struct SidedefSettings
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{
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public string newtexhigh;
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public string newtexmid;
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public string newtexlow;
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}
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private struct SidedefAlignJob
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{
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public Sidedef sidedef;
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public int offsetx;
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// This is an absolute height in world space. Subtract the
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// ceiling height to get the correct Y offset.
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public int offsety;
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// When this is true, the previous sidedef was on the left of
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// this one and the texture X offset of this sidedef can be set
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// directly. When this is false, the length of this sidedef
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// must be subtracted from the X offset first.
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public bool forward;
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}
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private struct SidedefFillJob
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{
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public Sidedef sidedef;
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// Moving forward along the sidedef?
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public bool forward;
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}
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Polygons and Triangles
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// Point inside the polygon?
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// See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/
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public static bool PointInPolygon(ICollection<Vector2D> polygon, Vector2D point)
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{
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Vector2D v1 = General.GetByIndex(polygon, polygon.Count - 1);
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uint c = 0;
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// Go for all vertices
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foreach(Vector2D v2 in polygon)
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{
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// Determine min/max values
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float miny = Math.Min(v1.y, v2.y);
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float maxy = Math.Max(v1.y, v2.y);
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float maxx = Math.Max(v1.x, v2.x);
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// Check for intersection
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if((point.y > miny) && (point.y <= maxy))
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{
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if(point.x <= maxx)
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{
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if(v1.y != v2.y)
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{
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float xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
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if((v1.x == v2.x) || (point.x <= xint)) c++;
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}
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}
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}
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// Move to next
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v1 = v2;
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}
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// Inside this polygon?
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return (c & 0x00000001UL) != 0;
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}
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#endregion
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#region ================== Pathfinding
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/// <summary>
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/// This finds a potential sector at the given coordinates,
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/// or returns null when a sector is not possible there.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Vector2D pos)
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{
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// Find the nearest line and determine side, then use the other method to create the sector
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Linedef l = General.Map.Map.NearestLinedef(pos);
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return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
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}
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/// <summary>
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/// This finds a potential sector starting at the given line and side,
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/// or returns null when sector is not possible.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Linedef line, bool front)
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{
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List<LinedefSide> alllines = new List<LinedefSide>();
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// Find the outer lines
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EarClipPolygon p = FindOuterLines(line, front, alllines);
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if(p != null)
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{
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// Find the inner lines
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FindInnerLines(p, alllines);
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return alllines;
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}
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else
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return null;
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}
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// This finds the inner lines of the sector and adds them to the sector polygon
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private static void FindInnerLines(EarClipPolygon p, List<LinedefSide> alllines)
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{
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Vertex foundv;
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bool vvalid, findmore;
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Linedef foundline;
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float foundangle = 0f;
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bool foundlinefront;
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RectangleF bbox = p.CreateBBox();
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do
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{
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findmore = false;
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// Go for all vertices to find the right-most vertex inside the polygon
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foundv = null;
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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// Inside the polygon bounding box?
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if((v.Position.x >= bbox.Left) && (v.Position.x <= bbox.Right) &&
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(v.Position.y >= bbox.Top) && (v.Position.y <= bbox.Bottom))
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{
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// More to the right?
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if((foundv == null) || (v.Position.x >= foundv.Position.x))
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{
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// Vertex is inside the polygon?
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if(p.Intersect(v.Position))
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{
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// Vertex has lines attached?
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if(v.Linedefs.Count > 0)
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{
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// Go for all lines to see if the vertex is not of the polygon itsself
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vvalid = true;
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foreach(LinedefSide ls in alllines)
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{
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if((ls.Line.Start == v) || (ls.Line.End == v))
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{
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vvalid = false;
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break;
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}
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}
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// Valid vertex?
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if(vvalid) foundv = v;
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}
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}
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}
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}
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}
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// Found a vertex inside the polygon?
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if(foundv != null)
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{
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// Find the attached linedef with the smallest angle to the right
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float targetangle = Angle2D.PIHALF;
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foundline = null;
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foreach(Linedef l in foundv.Linedefs)
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{
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// We need an angle unrelated to line direction, so correct for that
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float lineangle = l.Angle;
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if(l.End == foundv) lineangle += Angle2D.PI;
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// Better result?
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float deltaangle = Angle2D.Difference(targetangle, lineangle);
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if((foundline == null) || (deltaangle < foundangle))
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{
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foundline = l;
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foundangle = deltaangle;
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}
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}
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// We already know that each linedef will go from this vertex
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// to the left, because this is the right-most vertex in this area.
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// If the line would go to the right, that means the other vertex of
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// that line must lie outside this area and the mapper made an error.
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// Should I check for this error and fail to create a sector in
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// that case or ignore it and create a malformed sector (possibly
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// breaking another sector also)?
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// Find the side at which to start pathfinding
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Vector2D testpos = new Vector2D(100.0f, 0.0f);
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foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
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// Find inner path
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List<LinedefSide> innerlines = FindClosestPath(foundline, foundlinefront, true);
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if(innerlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(innerlines);
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EarClipPolygon innerpoly = tracepath.MakePolygon(true);
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// Check if the front of the line is outside the polygon
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if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
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{
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// Valid hole found!
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alllines.AddRange(innerlines);
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p.InsertChild(innerpoly);
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findmore = true;
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}
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}
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}
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}
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// Continue until no more holes found
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while(findmore);
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}
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// This finds the outer lines of the sector as a polygon
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// Returns null when no valid outer polygon can be found
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private static EarClipPolygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
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{
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Linedef scanline = line;
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bool scanfront = front;
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do
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{
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// Find closest path
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List<LinedefSide> pathlines = FindClosestPath(scanline, scanfront, true);
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if(pathlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(pathlines);
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EarClipPolygon poly = tracepath.MakePolygon(true);
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// Check if the front of the line is inside the polygon
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if(poly.Intersect(line.GetSidePoint(front)))
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{
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// Outer lines found!
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alllines.AddRange(pathlines);
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return poly;
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}
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else
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{
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// Inner lines found. This is not what we need, we want the outer lines.
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// Find the right-most vertex to start a scan from there towards the outer lines.
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Vertex foundv = null;
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foreach(LinedefSide ls in pathlines)
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{
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if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
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foundv = ls.Line.Start;
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if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
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foundv = ls.Line.End;
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}
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// If foundv is null then something is horribly wrong with the
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// path we received from FindClosestPath!
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if(foundv == null) throw new Exception("FAIL!");
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// From the right-most vertex trace outward to the right to
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// find the next closest linedef, this is based on the idea that
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// all sectors are closed.
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Vector2D lineoffset = new Vector2D(100.0f, 0.0f);
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Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset);
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scanline = null;
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float foundu = float.MaxValue;
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foreach(Linedef ld in General.Map.Map.Linedefs)
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{
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// Line to the right of start point?
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if((ld.Start.Position.x > foundv.Position.x) ||
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(ld.End.Position.x > foundv.Position.x))
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{
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// Line intersecting the y axis?
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if( !((ld.Start.Position.y > foundv.Position.y) &&
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(ld.End.Position.y > foundv.Position.y)) &&
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!((ld.Start.Position.y < foundv.Position.y) &&
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(ld.End.Position.y < foundv.Position.y)))
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{
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// Check if this linedef intersects our test line at a closer range
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float thisu;
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ld.Line.GetIntersection(testline, out thisu);
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if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu))
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{
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scanline = ld;
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foundu = thisu;
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}
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}
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}
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}
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// Did we meet another line?
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if(scanline != null)
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{
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// Determine on which side we should start the next pathfind
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scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
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}
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else
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{
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// Appearently we reached the end of the map, no sector possible here
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return null;
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}
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}
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}
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else
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{
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// Can't find a path
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return null;
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}
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}
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while(true);
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}
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/// <summary>
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/// This finds the closest path from one vertex to another.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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//public static List<LinedefSide> FindClosestPath(Vertex start, float startangle, Vertex end, bool turnatends)
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//{
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//}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, bool turnatends)
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{
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return FindClosestPath(startline, startfront, startline, startfront, turnatends);
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}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
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{
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List<LinedefSide> path = new List<LinedefSide>();
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Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
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Linedef nextline = startline;
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bool nextfront = startfront;
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do
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{
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// Add line to path
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path.Add(new LinedefSide(nextline, nextfront));
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if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
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// Determine next vertex to use
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Vertex v = nextfront ? nextline.End : nextline.Start;
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// Get list of linedefs and sort by angle
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
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lines.Sort(sorter);
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// Source line is the only one?
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if(lines.Count == 1)
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{
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// Are we allowed to trace along this line again?
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if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
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{
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// Turn around and go back along the other side of the line
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nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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else
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{
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// Trace along the next line
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Linedef prevline = nextline;
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if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0];
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// Are we allowed to trace this line again?
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if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
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{
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// Check if front side changes
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if((prevline.Start == nextline.Start) ||
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(prevline.End == nextline.End)) nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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}
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// Continue as long as we have not reached the start yet
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// or we have no next line to trace
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while((path != null) && ((nextline != endline) || (nextfront != endfront)));
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// If start and front are not the same, add the end to the list also
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if((path != null) && ((startline != endline) || (startfront != endfront)))
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path.Add(new LinedefSide(endline, endfront));
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// Return path (null when trace failed)
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return path;
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}
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#endregion
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#region ================== Sector Making
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// This makes the sector from the given lines and sides
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// If nearbylines is not null, then this method will find the default
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// properties from the nearest line in this collection when the
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// default properties can't be found in the alllines collection.
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public static Sector MakeSector(List<LinedefSide> alllines, List<Linedef> nearbylines)
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{
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Sector newsector = General.Map.Map.CreateSector();
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Sector sourcesector = null;
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SidedefSettings sourceside = new SidedefSettings();
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bool foundsidedefaults = false;
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// Check if any of the sides already has a sidedef
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// Then we use information from that sidedef to make the others
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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foundsidedefaults = true;
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break;
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}
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}
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else
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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foundsidedefaults = true;
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break;
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}
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}
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}
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// Now do the same for the other sides
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// Note how information is only copied when not already found
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// so this won't override information from the sides searched above
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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foundsidedefaults = true;
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break;
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}
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}
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else
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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foundsidedefaults = true;
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break;
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}
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}
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}
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// Use default settings from neares linedef, if settings have been found yet
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if( (nearbylines != null) && (alllines.Count > 0) && (!foundsidedefaults || (sourcesector == null)) )
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{
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Vector2D testpoint = alllines[0].Line.GetSidePoint(alllines[0].Front);
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Linedef nearest = MapSet.NearestLinedef(nearbylines, testpoint);
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if(nearest != null)
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{
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Sidedef defaultside;
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float side = nearest.SideOfLine(testpoint);
|
|
if(side < 0.0f)
|
|
defaultside = nearest.Front;
|
|
else
|
|
defaultside = nearest.Back;
|
|
|
|
if(defaultside != null)
|
|
{
|
|
if(sourcesector == null) sourcesector = defaultside.Sector;
|
|
TakeSidedefSettings(ref sourceside, defaultside);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Use defaults where no settings could be found
|
|
TakeSidedefDefaults(ref sourceside);
|
|
|
|
// Found a source sector?
|
|
if(sourcesector != null)
|
|
{
|
|
// Copy properties from source to new sector
|
|
sourcesector.CopyPropertiesTo(newsector);
|
|
}
|
|
else
|
|
{
|
|
// No source sector, apply default sector properties
|
|
ApplyDefaultsToSector(newsector);
|
|
}
|
|
|
|
// Go for all sides to make sidedefs
|
|
foreach(LinedefSide ls in alllines)
|
|
{
|
|
// We may only remove a useless middle texture when
|
|
// the line was previously singlesided
|
|
bool wassinglesided = (ls.Line.Back == null) || (ls.Line.Front == null);
|
|
|
|
if(ls.Front)
|
|
{
|
|
// Create sidedef is needed and ensure it points to the new sector
|
|
if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
|
|
if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector);
|
|
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
|
|
}
|
|
else
|
|
{
|
|
// Create sidedef is needed and ensure it points to the new sector
|
|
if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
|
|
if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector);
|
|
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
|
|
}
|
|
|
|
// Update line
|
|
if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(wassinglesided);
|
|
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(wassinglesided);
|
|
|
|
// Apply single/double sided flags if the double-sided-ness changed
|
|
if( (wassinglesided && ((ls.Line.Front != null) && (ls.Line.Back != null))) ||
|
|
(!wassinglesided && ((ls.Line.Front == null) || (ls.Line.Back == null))))
|
|
ls.Line.ApplySidedFlags();
|
|
}
|
|
|
|
// Return the new sector
|
|
return newsector;
|
|
}
|
|
|
|
|
|
// This joins a sector with the given lines and sides
|
|
public static Sector JoinSector(List<LinedefSide> alllines, Sidedef original)
|
|
{
|
|
SidedefSettings sourceside = new SidedefSettings();
|
|
|
|
// Take settings fro mthe original side
|
|
TakeSidedefSettings(ref sourceside, original);
|
|
|
|
// Use defaults where no settings could be found
|
|
TakeSidedefDefaults(ref sourceside);
|
|
|
|
// Go for all sides to make sidedefs
|
|
foreach(LinedefSide ls in alllines)
|
|
{
|
|
if(ls.Front)
|
|
{
|
|
// Create sidedef if needed
|
|
if(ls.Line.Front == null)
|
|
{
|
|
General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
|
|
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
|
|
ls.Line.ApplySidedFlags();
|
|
|
|
// We must remove the (now useless) middle texture on the other side
|
|
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(true, true);
|
|
}
|
|
// Added 23-9-08, can we do this or will it break things?
|
|
else
|
|
{
|
|
// Link to the new sector
|
|
ls.Line.Front.ChangeSector(original.Sector);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Create sidedef if needed
|
|
if(ls.Line.Back == null)
|
|
{
|
|
General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
|
|
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
|
|
ls.Line.ApplySidedFlags();
|
|
|
|
// We must remove the (now useless) middle texture on the other side
|
|
if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(true, true);
|
|
}
|
|
// Added 23-9-08, can we do this or will it break things?
|
|
else
|
|
{
|
|
// Link to the new sector
|
|
ls.Line.Back.ChangeSector(original.Sector);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return the new sector
|
|
return original.Sector;
|
|
}
|
|
|
|
// This takes default settings if not taken yet
|
|
private static void TakeSidedefDefaults(ref SidedefSettings settings)
|
|
{
|
|
// Use defaults where no settings could be found
|
|
if(settings.newtexhigh == null) settings.newtexhigh = General.Settings.DefaultTexture;
|
|
if(settings.newtexmid == null) settings.newtexmid = General.Settings.DefaultTexture;
|
|
if(settings.newtexlow == null) settings.newtexlow = General.Settings.DefaultTexture;
|
|
}
|
|
|
|
// This takes sidedef settings if not taken yet
|
|
private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side)
|
|
{
|
|
if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null))
|
|
settings.newtexhigh = side.HighTexture;
|
|
if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null))
|
|
settings.newtexmid = side.MiddleTexture;
|
|
if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null))
|
|
settings.newtexlow = side.LowTexture;
|
|
}
|
|
|
|
// This applies defaults to a sidedef
|
|
private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults)
|
|
{
|
|
if(sd.HighRequired() && sd.HighTexture.StartsWith("-")) sd.SetTextureHigh(defaults.newtexhigh);
|
|
if(sd.MiddleRequired() && sd.MiddleTexture.StartsWith("-")) sd.SetTextureMid(defaults.newtexmid);
|
|
if(sd.LowRequired() && sd.LowTexture.StartsWith("-")) sd.SetTextureLow(defaults.newtexlow);
|
|
}
|
|
|
|
// This applies defaults to a sector
|
|
private static void ApplyDefaultsToSector(Sector s)
|
|
{
|
|
s.SetFloorTexture(General.Settings.DefaultFloorTexture);
|
|
s.SetCeilTexture(General.Settings.DefaultCeilingTexture);
|
|
s.FloorHeight = General.Settings.DefaultFloorHeight;
|
|
s.CeilHeight = General.Settings.DefaultCeilingHeight;
|
|
s.Brightness = General.Settings.DefaultBrightness;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sector Labels
|
|
|
|
// This finds the ideal label positions for a sector
|
|
public static List<LabelPositionInfo> FindLabelPositions(Sector s)
|
|
{
|
|
List<LabelPositionInfo> positions = new List<LabelPositionInfo>(2);
|
|
int islandoffset = 0;
|
|
|
|
// Do we have a triangulation?
|
|
Triangulation triangles = s.Triangles;
|
|
if(triangles != null)
|
|
{
|
|
// Go for all islands
|
|
for(int i = 0; i < triangles.IslandVertices.Count; i++)
|
|
{
|
|
Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[i] >> 1);
|
|
List<Vector2D> candidatepositions = new List<Vector2D>(triangles.IslandVertices[i] >> 1);
|
|
float founddistance = float.MinValue;
|
|
Vector2D foundposition = new Vector2D();
|
|
float minx = float.MaxValue;
|
|
float miny = float.MaxValue;
|
|
float maxx = float.MinValue;
|
|
float maxy = float.MinValue;
|
|
|
|
// Make candidate lines that are not along sidedefs
|
|
// We do this before testing the candidate against the sidedefs so that
|
|
// we can collect the relevant sidedefs first in the same run
|
|
for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
|
|
{
|
|
int triangleoffset = islandoffset + t;
|
|
Vector2D v1 = triangles.Vertices[triangleoffset + 2];
|
|
Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
|
|
for(int v = 0; v < 3; v++)
|
|
{
|
|
Vector2D v2 = triangles.Vertices[triangleoffset + v];
|
|
|
|
// Not along a sidedef? Then this line is across the sector
|
|
// and guaranteed to be inside the sector!
|
|
if(sd == null)
|
|
{
|
|
// Make the line
|
|
candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
|
|
}
|
|
else
|
|
{
|
|
// This sidedefs is part of this island and must be checked
|
|
// so add it to the dictionary
|
|
sides[sd] = sd.Line;
|
|
}
|
|
|
|
// Make bbox of this island
|
|
minx = Math.Min(minx, v1.x);
|
|
miny = Math.Min(miny, v1.y);
|
|
maxx = Math.Max(maxx, v1.x);
|
|
maxy = Math.Max(maxy, v1.y);
|
|
|
|
// Next
|
|
sd = triangles.Sidedefs[triangleoffset + v];
|
|
v1 = v2;
|
|
}
|
|
}
|
|
|
|
// Any candidate lines found at all?
|
|
if(candidatepositions.Count > 0)
|
|
{
|
|
// Start with the first line
|
|
foreach(Vector2D candidatepos in candidatepositions)
|
|
{
|
|
// Check distance against other lines
|
|
float smallestdist = int.MaxValue;
|
|
foreach(KeyValuePair<Sidedef, Linedef> sd in sides)
|
|
{
|
|
// Check the distance
|
|
float distance = sd.Value.DistanceToSq(candidatepos, true);
|
|
smallestdist = Math.Min(smallestdist, distance);
|
|
}
|
|
|
|
// Keep this candidate if it is better than previous
|
|
if(smallestdist > founddistance)
|
|
{
|
|
foundposition = candidatepos;
|
|
founddistance = smallestdist;
|
|
}
|
|
}
|
|
|
|
// No cceptable line found, just use the first!
|
|
positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
|
|
}
|
|
else
|
|
{
|
|
// No candidate lines found.
|
|
|
|
// Check to see if the island is a triangle
|
|
if(triangles.IslandVertices[i] == 3)
|
|
{
|
|
// Use the center of the triangle
|
|
// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
|
|
Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
|
|
float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
|
|
positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d)));
|
|
}
|
|
else
|
|
{
|
|
// Use the center of this island.
|
|
float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
|
|
positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
|
|
}
|
|
}
|
|
|
|
// Done with this island
|
|
islandoffset += triangles.IslandVertices[i];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No triangulation was made. FAIL!
|
|
General.Fail("No triangulation exists for sector " + s + " Triangulation is required to create label positions for a sector.");
|
|
}
|
|
|
|
// Done
|
|
return positions;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Drawing
|
|
|
|
/// <summary>
|
|
/// This draws lines with the given points. Note that this tool removes any existing geometry
|
|
/// marks and marks the new lines and vertices when done. Also marks the sectors that were added.
|
|
/// </summary>
|
|
public static void DrawLines(IList<DrawnVertex> points)
|
|
{
|
|
List<Vertex> newverts = new List<Vertex>();
|
|
List<Vertex> intersectverts = new List<Vertex>();
|
|
List<Linedef> newlines = new List<Linedef>();
|
|
List<Linedef> oldlines = new List<Linedef>(General.Map.Map.Linedefs);
|
|
List<Sidedef> insidesides = new List<Sidedef>();
|
|
List<Vertex> mergeverts = new List<Vertex>();
|
|
List<Vertex> nonmergeverts = new List<Vertex>(General.Map.Map.Vertices);
|
|
MapSet map = General.Map.Map;
|
|
|
|
General.Map.Map.ClearAllMarks(false);
|
|
|
|
// Any points to do?
|
|
if(points.Count > 0)
|
|
{
|
|
/***************************************************\
|
|
STEP 1: Create the new geometry
|
|
\***************************************************/
|
|
|
|
// Make first vertex
|
|
Vertex v1 = map.CreateVertex(points[0].pos);
|
|
v1.Marked = true;
|
|
|
|
// Keep references
|
|
newverts.Add(v1);
|
|
if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
|
|
|
|
// Go for all other points
|
|
for(int i = 1; i < points.Count; i++)
|
|
{
|
|
// Create vertex for point
|
|
Vertex v2 = map.CreateVertex(points[i].pos);
|
|
v2.Marked = true;
|
|
|
|
// Keep references
|
|
newverts.Add(v2);
|
|
if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2);
|
|
|
|
// Create line between point and previous
|
|
Linedef ld = map.CreateLinedef(v1, v2);
|
|
ld.Marked = true;
|
|
ld.ApplySidedFlags();
|
|
ld.UpdateCache();
|
|
newlines.Add(ld);
|
|
|
|
// Should we split this line to merge with intersecting lines?
|
|
if(points[i - 1].stitchline && points[i].stitchline)
|
|
{
|
|
// Check if any other lines intersect this line
|
|
List<float> intersections = new List<float>();
|
|
Line2D measureline = ld.Line;
|
|
foreach(Linedef ld2 in map.Linedefs)
|
|
{
|
|
// Intersecting?
|
|
// We only keep the unit length from the start of the line and
|
|
// do the real splitting later, when all intersections are known
|
|
float u;
|
|
if(ld2.Line.GetIntersection(measureline, out u))
|
|
{
|
|
if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld))
|
|
intersections.Add(u);
|
|
}
|
|
}
|
|
|
|
// Sort the intersections
|
|
intersections.Sort();
|
|
|
|
// Go for all found intersections
|
|
Linedef splitline = ld;
|
|
foreach(float u in intersections)
|
|
{
|
|
// Calculate exact coordinates where to split
|
|
// We use measureline for this, because the original line
|
|
// may already have changed in length due to a previous split
|
|
Vector2D splitpoint = measureline.GetCoordinatesAt(u);
|
|
|
|
// Make the vertex
|
|
Vertex splitvertex = map.CreateVertex(splitpoint);
|
|
splitvertex.Marked = true;
|
|
newverts.Add(splitvertex);
|
|
mergeverts.Add(splitvertex); // <-- add to merge?
|
|
intersectverts.Add(splitvertex);
|
|
|
|
// The Split method ties the end of the original line to the given
|
|
// vertex and starts a new line at the given vertex, so continue
|
|
// splitting with the new line, because the intersections are sorted
|
|
// from low to high (beginning at the original line start)
|
|
splitline = splitline.Split(splitvertex);
|
|
splitline.ApplySidedFlags();
|
|
newlines.Add(splitline);
|
|
}
|
|
}
|
|
|
|
// Next
|
|
v1 = v2;
|
|
}
|
|
|
|
// Join merge vertices so that overlapping vertices in the draw become one.
|
|
MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
|
|
|
|
// We prefer a closed polygon, because then we can determine the interior properly
|
|
// Check if the two ends of the polygon are closed
|
|
bool drawingclosed = false;
|
|
if(newlines.Count > 0)
|
|
{
|
|
// When not closed, we will try to find a path to close it
|
|
Linedef firstline = newlines[0];
|
|
Linedef lastline = newlines[newlines.Count - 1];
|
|
drawingclosed = (firstline.Start == lastline.End);
|
|
if(!drawingclosed)
|
|
{
|
|
// First and last vertex stitch with geometry?
|
|
if(points[0].stitch && points[points.Count - 1].stitch)
|
|
{
|
|
List<LinedefSide> startpoints = new List<LinedefSide>();
|
|
List<LinedefSide> endpoints = new List<LinedefSide>();
|
|
|
|
// Find out where the start will stitch and create test points
|
|
Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
|
|
if(l1 != null)
|
|
{
|
|
startpoints.Add(new LinedefSide(l1, true));
|
|
startpoints.Add(new LinedefSide(l1, false));
|
|
}
|
|
else
|
|
{
|
|
// Not stitched with a linedef, so check if it will stitch with a vertex
|
|
Vertex v = MapSet.NearestVertexSquareRange(nonmergeverts, firstline.Start.Position, MapSet.STITCH_DISTANCE);
|
|
if((v != null) && (v.Linedefs.Count > 0))
|
|
{
|
|
// Now we take the two linedefs with adjacent angles to the drawn line
|
|
List<Linedef> lines = new List<Linedef>(v.Linedefs);
|
|
lines.Sort(new LinedefAngleSorter(firstline, true, firstline.Start));
|
|
startpoints.Add(new LinedefSide(lines[0], true));
|
|
startpoints.Add(new LinedefSide(lines[0], false));
|
|
lines.Sort(new LinedefAngleSorter(firstline, false, firstline.Start));
|
|
startpoints.Add(new LinedefSide(lines[0], true));
|
|
startpoints.Add(new LinedefSide(lines[0], false));
|
|
}
|
|
}
|
|
|
|
// Find out where the end will stitch and create test points
|
|
Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
|
|
if(l2 != null)
|
|
{
|
|
endpoints.Add(new LinedefSide(l2, true));
|
|
endpoints.Add(new LinedefSide(l2, false));
|
|
}
|
|
else
|
|
{
|
|
// Not stitched with a linedef, so check if it will stitch with a vertex
|
|
Vertex v = MapSet.NearestVertexSquareRange(nonmergeverts, lastline.End.Position, MapSet.STITCH_DISTANCE);
|
|
if((v != null) && (v.Linedefs.Count > 0))
|
|
{
|
|
// Now we take the two linedefs with adjacent angles to the drawn line
|
|
List<Linedef> lines = new List<Linedef>(v.Linedefs);
|
|
lines.Sort(new LinedefAngleSorter(firstline, true, lastline.End));
|
|
endpoints.Add(new LinedefSide(lines[0], true));
|
|
endpoints.Add(new LinedefSide(lines[0], false));
|
|
lines.Sort(new LinedefAngleSorter(firstline, false, lastline.End));
|
|
endpoints.Add(new LinedefSide(lines[0], true));
|
|
endpoints.Add(new LinedefSide(lines[0], false));
|
|
}
|
|
}
|
|
|
|
// Found any start and end points?
|
|
if((startpoints.Count > 0) && (endpoints.Count > 0))
|
|
{
|
|
List<LinedefSide> shortestpath = null;
|
|
|
|
// Same line?
|
|
if((l1 == l2) && (l1 != null))
|
|
{
|
|
// Then just connect the two
|
|
shortestpath = new List<LinedefSide>();
|
|
shortestpath.Add(new LinedefSide(l1, true));
|
|
}
|
|
else
|
|
{
|
|
// Find the shortest, closest path between start and end points
|
|
foreach(LinedefSide startp in startpoints)
|
|
{
|
|
foreach(LinedefSide endp in endpoints)
|
|
{
|
|
List<LinedefSide> p;
|
|
p = Tools.FindClosestPath(startp.Line, startp.Front, endp.Line, endp.Front, true);
|
|
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
|
|
p = Tools.FindClosestPath(endp.Line, endp.Front, startp.Line, startp.Front, true);
|
|
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Found a path?
|
|
if(shortestpath != null)
|
|
{
|
|
// Check which direction the path goes in
|
|
bool pathforward = false;
|
|
foreach(LinedefSide startp in startpoints)
|
|
{
|
|
if(shortestpath[0].Line == startp.Line)
|
|
{
|
|
pathforward = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Begin at first vertex in path
|
|
if(pathforward)
|
|
v1 = firstline.Start;
|
|
else
|
|
v1 = lastline.End;
|
|
|
|
// Go for all vertices in the path to make additional lines
|
|
for(int i = 1; i < shortestpath.Count; i++)
|
|
{
|
|
// Get the next position
|
|
Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position;
|
|
|
|
// Make the new vertex
|
|
Vertex v2 = map.CreateVertex(v2pos);
|
|
v2.Marked = true;
|
|
mergeverts.Add(v2);
|
|
|
|
// Make the line
|
|
Linedef ld = map.CreateLinedef(v1, v2);
|
|
ld.Marked = true;
|
|
ld.ApplySidedFlags();
|
|
ld.UpdateCache();
|
|
newlines.Add(ld);
|
|
|
|
// Next
|
|
v1 = v2;
|
|
}
|
|
|
|
// Make the final line
|
|
Linedef lld;
|
|
if(pathforward)
|
|
lld = map.CreateLinedef(v1, lastline.End);
|
|
else
|
|
lld = map.CreateLinedef(v1, firstline.Start);
|
|
|
|
// Setup line
|
|
lld.Marked = true;
|
|
lld.ApplySidedFlags();
|
|
lld.UpdateCache();
|
|
newlines.Add(lld);
|
|
|
|
// Drawing is now closed
|
|
drawingclosed = true;
|
|
|
|
// Join merge vertices so that overlapping vertices in the draw become one.
|
|
MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Merge intersetion vertices with the new lines. This completes the
|
|
// self intersections for which splits were made above.
|
|
map.Update(true, false);
|
|
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
|
|
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
|
|
|
|
/***************************************************\
|
|
STEP 2: Merge the new geometry
|
|
\***************************************************/
|
|
|
|
// In step 3 we will make sectors on the front sides and join sectors on the
|
|
// back sides, but because the user could have drawn counterclockwise or just
|
|
// some weird polygon this could result in problems. The following code adjusts
|
|
// the direction of all new lines so that their front (right) side is facing
|
|
// the interior of the new drawn polygon.
|
|
map.Update(true, false);
|
|
foreach(Linedef ld in newlines)
|
|
{
|
|
// Find closest path starting with the front of this linedef
|
|
List<LinedefSide> pathlines = Tools.FindClosestPath(ld, true, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
|
|
EarClipPolygon pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the front of the line is outside the polygon
|
|
if(!pathpoly.Intersect(ld.GetSidePoint(true)))
|
|
{
|
|
// Now trace from the back side of the line to see if
|
|
// the back side lies in the interior. I don't want to
|
|
// flip the line if it is not helping.
|
|
|
|
// Find closest path starting with the back of this linedef
|
|
pathlines = Tools.FindClosestPath(ld, false, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
tracepath = new LinedefTracePath(pathlines);
|
|
pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the back of the line is inside the polygon
|
|
if(pathpoly.Intersect(ld.GetSidePoint(false)))
|
|
{
|
|
// We must flip this linedef to face the interior
|
|
ld.FlipVertices();
|
|
ld.FlipSidedefs();
|
|
ld.UpdateCache();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mark only the vertices that should be merged
|
|
map.ClearMarkedVertices(false);
|
|
foreach(Vertex v in mergeverts) v.Marked = true;
|
|
|
|
// Before this point, the new geometry is not linked with the existing geometry.
|
|
// Now perform standard geometry stitching to merge the new geometry with the rest
|
|
// of the map. The marked vertices indicate the new geometry.
|
|
map.StitchGeometry();
|
|
map.Update(true, false);
|
|
|
|
// Find our new lines again, because they have been merged with the other geometry
|
|
// but their Marked property is copied where they have joined.
|
|
newlines = map.GetMarkedLinedefs(true);
|
|
|
|
// Remove any disposed old lines
|
|
List<Linedef> prevoldlines = oldlines;
|
|
oldlines = new List<Linedef>(prevoldlines.Count);
|
|
foreach(Linedef ld in prevoldlines)
|
|
if(!ld.IsDisposed) oldlines.Add(ld);
|
|
|
|
/***************************************************\
|
|
STEP 3: Join and create new sectors
|
|
\***************************************************/
|
|
|
|
// The code below atempts to create sectors on the front sides of the drawn
|
|
// geometry and joins sectors on the back sides of the drawn geometry.
|
|
// This code does not change any geometry, it only makes/updates sidedefs.
|
|
bool sidescreated = false;
|
|
bool[] frontsdone = new bool[newlines.Count];
|
|
bool[] backsdone = new bool[newlines.Count];
|
|
for(int i = 0; i < newlines.Count; i++)
|
|
{
|
|
Linedef ld = newlines[i];
|
|
|
|
// Front not marked as done?
|
|
if(!frontsdone[i])
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, true);
|
|
if(sectorlines != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// When none of the linedef sides exist yet, this is a true new
|
|
// sector and should be marked for editing
|
|
bool istruenewsector = true;
|
|
foreach(LinedefSide ls in sectorlines)
|
|
{
|
|
if((ls.Front && (ls.Line.Front != null)) ||
|
|
(!ls.Front && (ls.Line.Back != null)))
|
|
{
|
|
istruenewsector = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Make the new sector
|
|
Sector newsector = Tools.MakeSector(sectorlines, oldlines);
|
|
if(istruenewsector) newsector.Marked = true;
|
|
|
|
// Go for all sidedefs in this new sector
|
|
foreach(Sidedef sd in newsector.Sidedefs)
|
|
{
|
|
// Keep list of sides inside created sectors
|
|
insidesides.Add(sd);
|
|
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Mark this side as done
|
|
if(sd.IsFront)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Back not marked as done?
|
|
if(!backsdone[i])
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, false);
|
|
if(sectorlines != null)
|
|
{
|
|
// We don't always want to create a new sector on the back sides
|
|
// So first check if any of the surrounding lines originally have sidedefs
|
|
Sidedef joinsidedef = null;
|
|
foreach(LinedefSide ls in sectorlines)
|
|
{
|
|
if(ls.Front && (ls.Line.Front != null))
|
|
{
|
|
joinsidedef = ls.Line.Front;
|
|
break;
|
|
}
|
|
else if(!ls.Front && (ls.Line.Back != null))
|
|
{
|
|
joinsidedef = ls.Line.Back;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Join?
|
|
if(joinsidedef != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// Join the new sector
|
|
Sector newsector = Tools.JoinSector(sectorlines, joinsidedef);
|
|
|
|
// Go for all sidedefs in this new sector
|
|
foreach(Sidedef sd in newsector.Sidedefs)
|
|
{
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Mark this side as done
|
|
if(sd.IsFront)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make corrections for backward linedefs
|
|
MapSet.FlipBackwardLinedefs(newlines);
|
|
|
|
// Check if any of our new lines have sides
|
|
if(sidescreated)
|
|
{
|
|
// Then remove the lines which have no sides at all
|
|
for(int i = newlines.Count - 1; i >= 0; i--)
|
|
{
|
|
// Remove the line if it has no sides
|
|
if((newlines[i].Front == null) && (newlines[i].Back == null)) newlines[i].Dispose();
|
|
}
|
|
}
|
|
|
|
// Snap to map format accuracy
|
|
General.Map.Map.SnapAllToAccuracy();
|
|
|
|
// Mark new geometry only
|
|
General.Map.Map.ClearMarkedLinedefs(false);
|
|
General.Map.Map.ClearMarkedVertices(false);
|
|
foreach(Vertex v in newverts) v.Marked = true;
|
|
foreach(Linedef l in newlines) l.Marked = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Flat Floodfill
|
|
|
|
// This performs flat floodfill over sector floors or ceilings that match with the same flat
|
|
// NOTE: This method uses the sectors marking to indicate which sides have been filled
|
|
// When resetsectormarks is set to true, all sectors will first be marked false (not aligned).
|
|
// Setting resetsectormarks to false is usefull to fill only within a specific selection
|
|
// (set the marked property to true for the sectors outside the selection)
|
|
public static void FloodfillFlats(Sector start, bool fillceilings, long originalflat, ImageData fillflat, bool resetsectormarks)
|
|
{
|
|
Stack<Sector> todo = new Stack<Sector>(50);
|
|
|
|
// Mark all sectors false (they will be marked true when the flat is modified)
|
|
if(resetsectormarks) General.Map.Map.ClearMarkedSectors(false);
|
|
|
|
// Begin with first sector
|
|
if(((start.LongFloorTexture == originalflat) && !fillceilings) ||
|
|
((start.LongCeilTexture == originalflat) && fillceilings))
|
|
{
|
|
todo.Push(start);
|
|
}
|
|
|
|
// Continue until nothing more to align
|
|
while(todo.Count > 0)
|
|
{
|
|
// Get the sector to do
|
|
Sector s = todo.Pop();
|
|
|
|
// Apply new flat
|
|
if(fillceilings)
|
|
s.SetCeilTexture(fillflat.Name);
|
|
else
|
|
s.SetFloorTexture(fillflat.Name);
|
|
s.Marked = true;
|
|
|
|
// Go for all sidedefs to add neighbouring sectors
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Sector on the other side of the line that we haven't checked yet?
|
|
if((sd.Other != null) && !sd.Other.Sector.Marked)
|
|
{
|
|
Sector os = sd.Other.Sector;
|
|
|
|
// Check if texture matches
|
|
if(((os.LongFloorTexture == originalflat) && !fillceilings) ||
|
|
((os.LongCeilTexture == originalflat) && fillceilings))
|
|
{
|
|
todo.Push(os);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Floodfill
|
|
|
|
// This performs texture floodfill along all walls that match with the same texture
|
|
// NOTE: This method uses the sidedefs marking to indicate which sides have been filled
|
|
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
|
// Setting resetsidemarks to false is usefull to fill only within a specific selection
|
|
// (set the marked property to true for the sidedefs outside the selection)
|
|
public static void FloodfillTextures(Sidedef start, long originaltexture, ImageData filltexture, bool resetsidemarks)
|
|
{
|
|
Stack<SidedefFillJob> todo = new Stack<SidedefFillJob>(50);
|
|
|
|
// Mark all sidedefs false (they will be marked true when the texture is aligned)
|
|
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
|
|
|
// Begin with first sidedef
|
|
if(SidedefTextureMatch(start, originaltexture))
|
|
{
|
|
SidedefFillJob first = new SidedefFillJob();
|
|
first.sidedef = start;
|
|
first.forward = true;
|
|
todo.Push(first);
|
|
}
|
|
|
|
// Continue until nothing more to align
|
|
while(todo.Count > 0)
|
|
{
|
|
// Get the align job to do
|
|
SidedefFillJob j = todo.Pop();
|
|
|
|
// Apply texturing
|
|
if(j.sidedef.LongHighTexture == originaltexture) j.sidedef.SetTextureHigh(filltexture.Name);
|
|
if((((j.sidedef.MiddleTexture.Length > 0) && (j.sidedef.MiddleTexture[0] != '-')) || j.sidedef.MiddleRequired()) &&
|
|
(j.sidedef.LongMiddleTexture == originaltexture)) j.sidedef.SetTextureMid(filltexture.Name);
|
|
if(j.sidedef.LongLowTexture == originaltexture) j.sidedef.SetTextureLow(filltexture.Name);
|
|
j.sidedef.Marked = true;
|
|
|
|
if(j.forward)
|
|
{
|
|
Vertex v;
|
|
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForFloodfill(todo, v, true, originaltexture);
|
|
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForFloodfill(todo, v, false, originaltexture);
|
|
}
|
|
else
|
|
{
|
|
Vertex v;
|
|
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForFloodfill(todo, v, false, originaltexture);
|
|
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForFloodfill(todo, v, true, originaltexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
|
|
private static void AddSidedefsForFloodfill(Stack<SidedefFillJob> stack, Vertex v, bool forward, long texturelongname)
|
|
{
|
|
foreach(Linedef ld in v.Linedefs)
|
|
{
|
|
Sidedef side1 = forward ? ld.Front : ld.Back;
|
|
Sidedef side2 = forward ? ld.Back : ld.Front;
|
|
if((ld.Start == v) && (side1 != null) && !side1.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side1, texturelongname))
|
|
{
|
|
SidedefFillJob nj = new SidedefFillJob();
|
|
nj.forward = forward;
|
|
nj.sidedef = side1;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
else if((ld.End == v) && (side2 != null) && !side2.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side2, texturelongname))
|
|
{
|
|
SidedefFillJob nj = new SidedefFillJob();
|
|
nj.forward = forward;
|
|
nj.sidedef = side2;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Alignment
|
|
|
|
// This performs texture alignment along all walls that match with the same texture
|
|
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
|
|
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
|
// Setting resetsidemarks to false is usefull to align only within a specific selection
|
|
// (set the marked property to true for the sidedefs outside the selection)
|
|
public static void AutoAlignTextures(Sidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks)
|
|
{
|
|
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
|
|
|
|
// Mark all sidedefs false (they will be marked true when the texture is aligned)
|
|
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
|
|
|
// Begin with first sidedef
|
|
SidedefAlignJob first = new SidedefAlignJob();
|
|
first.sidedef = start;
|
|
first.offsetx = start.OffsetX;
|
|
first.offsety = start.OffsetY + start.Sector.CeilHeight;
|
|
first.forward = true;
|
|
todo.Push(first);
|
|
|
|
// Continue until nothing more to align
|
|
while(todo.Count > 0)
|
|
{
|
|
// Get the align job to do
|
|
SidedefAlignJob j = todo.Pop();
|
|
|
|
if(j.forward)
|
|
{
|
|
Vertex v;
|
|
|
|
// Apply alignment
|
|
if(alignx) j.sidedef.OffsetX = j.offsetx;
|
|
if(aligny) j.sidedef.OffsetY = j.offsety - j.sidedef.Sector.CeilHeight;
|
|
int forwardoffset = j.offsetx + (int)Math.Round(j.sidedef.Line.Length);
|
|
int backwardoffset = j.offsetx;
|
|
j.sidedef.Marked = true;
|
|
|
|
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
|
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
|
if(texture.IsImageLoaded)
|
|
{
|
|
j.sidedef.OffsetX %= texture.Width;
|
|
j.sidedef.OffsetY %= texture.Height;
|
|
}
|
|
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.offsety, texture.LongName);
|
|
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.offsety, texture.LongName);
|
|
}
|
|
else
|
|
{
|
|
Vertex v;
|
|
|
|
// Apply alignment
|
|
if(alignx) j.sidedef.OffsetX = j.offsetx - (int)Math.Round(j.sidedef.Line.Length);
|
|
if(aligny) j.sidedef.OffsetY = j.offsety - j.sidedef.Sector.CeilHeight;
|
|
int forwardoffset = j.offsetx;
|
|
int backwardoffset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length);
|
|
j.sidedef.Marked = true;
|
|
|
|
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
|
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
|
if(texture.IsImageLoaded)
|
|
{
|
|
j.sidedef.OffsetX %= texture.Width;
|
|
j.sidedef.OffsetY %= texture.Height;
|
|
}
|
|
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.offsety, texture.LongName);
|
|
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.offsety, texture.LongName);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
|
|
private static void AddSidedefsForAlignment(Stack<SidedefAlignJob> stack, Vertex v, bool forward, int offsetx, int offsety, long texturelongname)
|
|
{
|
|
foreach(Linedef ld in v.Linedefs)
|
|
{
|
|
Sidedef side1 = forward ? ld.Front : ld.Back;
|
|
Sidedef side2 = forward ? ld.Back : ld.Front;
|
|
if((ld.Start == v) && (side1 != null) && !side1.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side1, texturelongname))
|
|
{
|
|
SidedefAlignJob nj = new SidedefAlignJob();
|
|
nj.forward = forward;
|
|
nj.offsetx = offsetx;
|
|
nj.offsety = offsety;
|
|
nj.sidedef = side1;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
else if((ld.End == v) && (side2 != null) && !side2.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side2, texturelongname))
|
|
{
|
|
SidedefAlignJob nj = new SidedefAlignJob();
|
|
nj.forward = forward;
|
|
nj.offsetx = offsetx;
|
|
nj.offsety = offsety;
|
|
nj.sidedef = side2;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This checks if any of the sidedef texture match the given texture
|
|
private static bool SidedefTextureMatch(Sidedef sd, long texturelongname)
|
|
{
|
|
return ((sd.LongHighTexture == texturelongname) && sd.HighRequired()) ||
|
|
((sd.LongLowTexture == texturelongname) && sd.LowRequired()) ||
|
|
((sd.LongMiddleTexture == texturelongname) && (sd.MiddleRequired() || ((sd.MiddleTexture.Length > 0) && (sd.MiddleTexture[0] != '-')))) ;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|