mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 12:51:30 +00:00
1ada9addf3
- changed a lot in data management - less memory usage by texture browsers
1343 lines
34 KiB
C#
1343 lines
34 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 SlimDX.Direct3D;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class MapSet
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{
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#region ================== Constants
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// Highest tag
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public const int HIGHEST_TAG = 65534;
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#endregion
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#region ================== Variables
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// Sector indexing
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private List<int> indexholes;
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private int lastsectorindex;
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// Map structures
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private LinkedList<Vertex> vertices;
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private LinkedList<Linedef> linedefs;
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private LinkedList<Sidedef> sidedefs;
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private LinkedList<Sector> sectors;
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private LinkedList<Thing> things;
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// Optimization
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private long emptylongname;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public ICollection<Vertex> Vertices { get { return vertices; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
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public ICollection<Sector> Sectors { get { return sectors; } }
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public ICollection<Thing> Things { get { return things; } }
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public bool IsDisposed { get { return isdisposed; } }
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public long EmptyLongName { get { return emptylongname; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor for new empty map
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public MapSet()
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{
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// Initialize
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vertices = new LinkedList<Vertex>();
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linedefs = new LinkedList<Linedef>();
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sidedefs = new LinkedList<Sidedef>();
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sectors = new LinkedList<Sector>();
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things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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emptylongname = Lump.MakeLongName("-");
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public void Dispose()
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{
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ArrayList list;
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Dispose all things
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list = new ArrayList(things);
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foreach(Thing t in list) t.Dispose();
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// Dispose all sectors
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list = new ArrayList(sectors);
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foreach(Sector s in list) s.Dispose();
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// Dispose all sidedefs
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list = new ArrayList(sidedefs);
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foreach(Sidedef sd in list) sd.Dispose();
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// Dispose all linedefs
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list = new ArrayList(linedefs);
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foreach(Linedef l in list) l.Dispose();
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// Dispose all vertices
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list = new ArrayList(vertices);
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foreach(Vertex v in list) v.Dispose();
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// Clean up
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vertices = null;
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linedefs = null;
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sidedefs = null;
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sectors = null;
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things = null;
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indexholes = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Management
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// This makes a deep copy and returns a new MapSet
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public MapSet Clone()
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{
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Linedef nl;
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Sidedef nd;
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// Create the map set
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MapSet newset = new MapSet();
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.X, v.Y);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Make new linedef
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nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in things)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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return newset;
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}
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// This creates a new vertex
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public Vertex CreateVertex(int x, int y)
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{
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LinkedListNode<Vertex> listitem;
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Vertex v;
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// Make a list item
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listitem = new LinkedListNode<Vertex>(null);
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// Make the vertex
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v = new Vertex(this, listitem, x, y);
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listitem.Value = v;
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// Add vertex to the list
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vertices.AddLast(listitem);
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// Return result
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return v;
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}
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// This creates a new linedef
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public Linedef CreateLinedef(Vertex start, Vertex end)
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{
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LinkedListNode<Linedef> listitem;
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Linedef l;
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// Make a list item
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listitem = new LinkedListNode<Linedef>(null);
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// Make the linedef
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l = new Linedef(this, listitem, start, end);
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listitem.Value = l;
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// Add linedef to the list
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linedefs.AddLast(listitem);
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// Return result
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return l;
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}
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// This creates a new sidedef
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public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
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{
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LinkedListNode<Sidedef> listitem;
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Sidedef sd;
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// Make a list item
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listitem = new LinkedListNode<Sidedef>(null);
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// Make the sidedef
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sd = new Sidedef(this, listitem, l, front, s);
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listitem.Value = sd;
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// Add sidedef to the list
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sidedefs.AddLast(listitem);
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// Return result
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return sd;
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}
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// This creates a new sector
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public Sector CreateSector()
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{
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int index;
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// Do we have any index holes we can use?
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if(indexholes.Count > 0)
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{
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// Take one of the index holes
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index = indexholes[indexholes.Count - 1];
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indexholes.RemoveAt(indexholes.Count - 1);
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}
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else
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{
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// Make a new index
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index = lastsectorindex++;
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}
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// Make the sector
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return CreateSector(index);
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}
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// This creates a new sector
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public Sector CreateSector(int index)
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{
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LinkedListNode<Sector> listitem;
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Sector s;
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// Make a list item
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listitem = new LinkedListNode<Sector>(null);
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// Make the sector
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s = new Sector(this, listitem, index);
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listitem.Value = s;
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// Add sector to the list
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sectors.AddLast(listitem);
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// Return result
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return s;
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}
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// This creates a new thing
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public Thing CreateThing()
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{
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LinkedListNode<Thing> listitem;
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Thing t;
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// Make a list item
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listitem = new LinkedListNode<Thing>(null);
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// Make the thing
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t = new Thing(this, listitem);
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listitem.Value = t;
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// Add thing to the list
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things.AddLast(listitem);
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// Return result
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return t;
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}
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// This adds a sector index hole
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public void AddSectorIndexHole(int index)
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{
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indexholes.Add(index);
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}
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#endregion
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#region ================== Updating
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// This updates all structures if needed
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public void Update()
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{
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// Update all!
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Update(true, true);
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}
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// This updates all structures if needed
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public void Update(bool dolines, bool dosectors)
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{
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// Update all linedefs
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if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
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// Update all sectors
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if(dosectors) foreach(Sector s in sectors) s.UpdateCache();
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}
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// This updates all structures after a
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// configuration or settings change
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public void UpdateConfiguration()
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{
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// Update all things
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foreach(Thing t in things) t.UpdateConfiguration();
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}
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#endregion
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#region ================== Selection
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// This clears all selected items
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public void ClearAllSelected()
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{
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ClearSelectedVertices();
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ClearSelectedThings();
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ClearSelectedLinedefs();
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ClearSelectedSectors();
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}
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// This clears selected vertices
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public void ClearSelectedVertices()
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{
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foreach(Vertex v in vertices) v.Selected = false;
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}
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// This clears selected things
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public void ClearSelectedThings()
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{
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foreach(Thing t in things) t.Selected = false;
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}
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// This clears selected linedefs
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public void ClearSelectedLinedefs()
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{
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foreach(Linedef l in linedefs) l.Selected = false;
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}
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// This clears selected sectors
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public void ClearSelectedSectors()
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{
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foreach(Sector s in sectors) s.Selected = false;
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}
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// Returns a collection of things that match a selected state
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public ICollection<Thing> GetThingsSelection(bool selected)
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{
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List<Thing> list = new List<Thing>(things.Count >> 1);
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foreach(Thing t in things) if(t.Selected == selected) list.Add(t);
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return list;
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}
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// Returns a collection of linedefs that match a selected state
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public ICollection<Linedef> GetLinedefsSelection(bool selected)
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{
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List<Linedef> list = new List<Linedef>(linedefs.Count >> 1);
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foreach(Linedef l in linedefs) if(l.Selected == selected) list.Add(l);
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return list;
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}
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// Returns a collection of sectors that match a selected state
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public ICollection<Sector> GetSectorsSelection(bool selected)
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{
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List<Sector> list = new List<Sector>(sectors.Count >> 1);
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foreach(Sector s in sectors) if(s.Selected == selected) list.Add(s);
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return list;
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}
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#endregion
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#region ================== Marking
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// This clears all marks
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public void ClearAllMarks()
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{
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ClearMarkedVertices(false);
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ClearMarkedThings(false);
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ClearMarkedLinedefs(false);
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ClearMarkedSectors(false);
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ClearMarkedSidedefs(false);
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}
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// This clears marked vertices
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public void ClearMarkedVertices(bool mark)
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{
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foreach(Vertex v in vertices) v.Marked = mark;
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}
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// This clears marked things
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public void ClearMarkedThings(bool mark)
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{
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foreach(Thing t in things) t.Marked = mark;
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}
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// This clears marked linedefs
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public void ClearMarkedLinedefs(bool mark)
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{
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foreach(Linedef l in linedefs) l.Marked = mark;
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}
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// This clears marked sidedefs
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public void ClearMarkedSidedefs(bool mark)
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{
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foreach(Sidedef s in sidedefs) s.Marked = mark;
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}
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// This clears marked sectors
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public void ClearMarkedSectors(bool mark)
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{
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foreach(Sector s in sectors) s.Marked = mark;
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}
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// Returns a collection of vertices that match a marked state
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public ICollection<Vertex> GetMarkedVertices(bool mark)
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{
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List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
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foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v);
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return list;
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}
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// Returns a collection of things that match a marked state
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public ICollection<Thing> GetMarkedThings(bool mark)
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{
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List<Thing> list = new List<Thing>(things.Count >> 1);
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foreach(Thing t in things) if(t.Marked == mark) list.Add(t);
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return list;
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}
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// Returns a collection of linedefs that match a marked state
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public ICollection<Linedef> GetMarkedLinedefs(bool mark)
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{
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List<Linedef> list = new List<Linedef>(linedefs.Count >> 1);
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foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l);
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return list;
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}
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// Returns a collection of sectors that match a marked state
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public ICollection<Sector> GetMarkedSectors(bool mark)
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{
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List<Sector> list = new List<Sector>(sectors.Count >> 1);
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foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
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return list;
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}
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// This creates a marking from selection
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public void MarkSelectedVertices(bool selected, bool mark)
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{
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foreach(Vertex v in vertices) if(v.Selected == selected) v.Marked = mark;
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}
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// This creates a marking from selection
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public void MarkSelectedLinedefs(bool selected, bool mark)
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{
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foreach(Linedef l in linedefs) if(l.Selected == selected) l.Marked = mark;
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}
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// This creates a marking from selection
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public void MarkSelectedSectors(bool selected, bool mark)
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{
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foreach(Sector s in sectors) if(s.Selected == selected) s.Marked = mark;
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}
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// This creates a marking from selection
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public void MarkSelectedThings(bool selected, bool mark)
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{
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foreach(Thing t in things) if(t.Selected == selected) t.Marked = mark;
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}
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/// <summary>
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/// This marks the front and back sidedefs on linedefs with the matching mark
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/// </summary>
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public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark)
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{
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foreach(Linedef l in linedefs)
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{
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if(l.Marked == matchmark)
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{
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if(l.Front != null) l.Front.Marked = setmark;
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if(l.Back != null) l.Back.Marked = setmark;
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}
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}
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}
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/// <summary>
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/// Returns a collection of vertices that match a marked state on the linedefs
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/// </summary>
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public ICollection<Vertex> GetVerticesFromLinesMarks(bool mark)
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{
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List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
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foreach(Vertex v in vertices)
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{
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foreach(Linedef l in v.Linedefs)
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{
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if(l.Marked == mark)
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{
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list.Add(v);
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break;
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}
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}
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}
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return list;
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}
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/// <summary>
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/// Returns a collection of vertices that match a marked state on the linedefs
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/// The difference with GetVerticesFromLinesMarks is that in this method
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/// ALL linedefs of a vertex must match the specified marked state.
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/// </summary>
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public ICollection<Vertex> GetVerticesFromAllLinesMarks(bool mark)
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{
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List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
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foreach(Vertex v in vertices)
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{
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bool qualified = true;
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foreach(Linedef l in v.Linedefs)
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{
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if(l.Marked != mark)
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{
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qualified = false;
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break;
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}
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}
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if(qualified) list.Add(v);
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}
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return list;
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}
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/// <summary>
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/// Returns a collection of vertices that match a marked state on the linedefs
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/// </summary>
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public ICollection<Vertex> GetVerticesFromSectorsMarks(bool mark)
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{
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List<Vertex> list = new List<Vertex>(vertices.Count >> 1);
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foreach(Vertex v in vertices)
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{
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foreach(Linedef l in v.Linedefs)
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{
|
|
if(((l.Front != null) && (l.Front.Sector.Marked == mark)) ||
|
|
((l.Back != null) && (l.Back.Sector.Marked == mark)))
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Areas
|
|
|
|
// This creates an area from vertices
|
|
public static Rectangle CreateArea(ICollection<Vertex> verts)
|
|
{
|
|
int l = int.MaxValue;
|
|
int t = int.MaxValue;
|
|
int r = int.MinValue;
|
|
int b = int.MinValue;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.X < l) l = v.X;
|
|
if(v.X > r) r = v.X;
|
|
if(v.Y < t) t = v.Y;
|
|
if(v.Y > b) b = v.Y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new Rectangle(l, t, r - l, b - t);
|
|
}
|
|
|
|
// This creates an area from linedefs
|
|
public static Rectangle CreateArea(ICollection<Linedef> lines)
|
|
{
|
|
int l = int.MaxValue;
|
|
int t = int.MaxValue;
|
|
int r = int.MinValue;
|
|
int b = int.MinValue;
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef ld in lines)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(ld.Start.X < l) l = ld.Start.X;
|
|
if(ld.Start.X > r) r = ld.Start.X;
|
|
if(ld.Start.Y < t) t = ld.Start.Y;
|
|
if(ld.Start.Y > b) b = ld.Start.Y;
|
|
if(ld.End.X < l) l = ld.End.X;
|
|
if(ld.End.X > r) r = ld.End.X;
|
|
if(ld.End.Y < t) t = ld.End.Y;
|
|
if(ld.End.Y > b) b = ld.End.Y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new Rectangle(l, t, r - l, b - t);
|
|
}
|
|
|
|
// This filters lines by a square area
|
|
public static ICollection<Linedef> FilterByArea(ICollection<Linedef> lines, ref Rectangle area)
|
|
{
|
|
ICollection<Linedef> newlines = new List<Linedef>(lines.Count);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check the cs field bits
|
|
if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref area)) == 0)
|
|
{
|
|
// The line could be in the area
|
|
newlines.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newlines;
|
|
}
|
|
|
|
// This returns the cohen-sutherland field bits for a vertex in a rectangle area
|
|
private static int GetCSFieldBits(Vertex v, ref Rectangle area)
|
|
{
|
|
int bits = 0;
|
|
if(v.Y < area.Top) bits |= 0x01;
|
|
if(v.Y > area.Bottom) bits |= 0x02;
|
|
if(v.X < area.Left) bits |= 0x04;
|
|
if(v.X > area.Right) bits |= 0x08;
|
|
return bits;
|
|
}
|
|
|
|
// This filters vertices by a square area
|
|
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref Rectangle area)
|
|
{
|
|
ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
|
|
|
|
// Go for all verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Within rect?
|
|
if((v.X >= area.Left) &&
|
|
(v.X <= area.Right) &&
|
|
(v.Y >= area.Top) &&
|
|
(v.Y <= area.Bottom))
|
|
{
|
|
// The vertex is in the area
|
|
newverts.Add(v);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Stitching
|
|
|
|
/// <summary>
|
|
/// Stitches marked geometry with non-marked geometry. Returns the number of stitches made.
|
|
/// </summary>
|
|
public int StitchGeometry()
|
|
{
|
|
ICollection<Linedef> movinglines;
|
|
ICollection<Linedef> fixedlines;
|
|
ICollection<Vertex> nearbyfixedverts;
|
|
ICollection<Vertex> movingverts;
|
|
ICollection<Vertex> fixedverts;
|
|
Rectangle editarea;
|
|
int stitches = 0;
|
|
int stitchundo;
|
|
|
|
// Find vertices
|
|
movingverts = General.Map.Map.GetMarkedVertices(true);
|
|
fixedverts = General.Map.Map.GetMarkedVertices(false);
|
|
|
|
// Make undo for the stitching
|
|
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0);
|
|
|
|
// Find lines that moved during the drag
|
|
movinglines = LinedefsFromMarkedVertices(false, true, true);
|
|
|
|
// Find all non-moving lines
|
|
fixedlines = LinedefsFromMarkedVertices(true, false, false);
|
|
|
|
// Determine area in which we are editing
|
|
editarea = MapSet.CreateArea(movinglines);
|
|
editarea.Inflate((int)Math.Ceiling(General.Settings.StitchDistance),
|
|
(int)Math.Ceiling(General.Settings.StitchDistance));
|
|
|
|
// Join nearby vertices
|
|
stitches += MapSet.JoinVertices(fixedverts, movingverts, true, General.Settings.StitchDistance);
|
|
|
|
// Update cached values of lines because we need their length/angle
|
|
Update(true, false);
|
|
|
|
// Split moving lines with unselected vertices
|
|
nearbyfixedverts = MapSet.FilterByArea(fixedverts, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(movinglines, nearbyfixedverts, General.Settings.StitchDistance, movinglines);
|
|
|
|
// Split non-moving lines with selected vertices
|
|
fixedlines = MapSet.FilterByArea(fixedlines, ref editarea);
|
|
stitches += MapSet.SplitLinesByVertices(fixedlines, movingverts, General.Settings.StitchDistance, movinglines);
|
|
|
|
// Remove looped linedefs
|
|
stitches += MapSet.RemoveLoopedLinedefs(movinglines);
|
|
|
|
// Join overlapping lines
|
|
stitches += MapSet.JoinOverlappingLines(movinglines);
|
|
|
|
// No stitching done? then withdraw undo
|
|
if(stitches == 0) General.Map.UndoRedo.WithdrawUndo(stitchundo);
|
|
|
|
return stitches;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry Tools
|
|
|
|
// This joins overlapping lines together
|
|
// Returns the number of joins made
|
|
public static int JoinOverlappingLines(ICollection<Linedef> lines)
|
|
{
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l1 in lines)
|
|
{
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.Start.Linedefs)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.End == l2.End) ||
|
|
(l1.End == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
//while(lines.Remove(l1));
|
|
//l1.Join(l2);
|
|
while(lines.Remove(l2)) ;
|
|
l2.Join(l1);
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.End.Linedefs)
|
|
{
|
|
// Sharing vertices?
|
|
if((l1.Start == l2.End) ||
|
|
(l1.Start == l2.Start))
|
|
{
|
|
// Not the same line?
|
|
if(l1 != l2)
|
|
{
|
|
// Merge these two linedefs
|
|
//while(lines.Remove(l1));
|
|
//l1.Join(l2);
|
|
while(lines.Remove(l2)) ;
|
|
l2.Join(l1);
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
// This removes looped linedefs (linedefs which reference the same vertex for start and end)
|
|
// Returns the number of linedefs removed
|
|
public static int RemoveLoopedLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int linesremoved = 0;
|
|
bool removedline;
|
|
|
|
do
|
|
{
|
|
// Nothing removed yet
|
|
removedline = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check if referencing the same vertex twice
|
|
if(l.Start == l.End)
|
|
{
|
|
// Remove this line
|
|
while(lines.Remove(l));
|
|
l.Dispose();
|
|
linesremoved++;
|
|
removedline = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while(removedline);
|
|
|
|
// Return result
|
|
return linesremoved;
|
|
}
|
|
|
|
// This joins nearby vertices from two collections. This does NOT join vertices
|
|
// within the same collection, only if they exist in both collections.
|
|
// The vertex from the second collection is moved to match the first vertex.
|
|
// When keepsecond is true, the vertex in the second collection is kept,
|
|
// otherwise the vertex in the first collection is kept.
|
|
// Returns the number of joins made
|
|
public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
|
|
{
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the first set
|
|
foreach(Vertex v1 in set1)
|
|
{
|
|
// Go for all vertices in the second set
|
|
foreach(Vertex v2 in set2)
|
|
{
|
|
// Check if vertices are close enough
|
|
if(v1.DistanceToSq(v2.Position) <= joindist2)
|
|
{
|
|
// Check if not the same vertex
|
|
if(v1 != v2)
|
|
{
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Check which one to keep
|
|
if(keepsecond)
|
|
{
|
|
// Join the first into the second
|
|
// Second is kept, first is removed
|
|
v1.Join(v2);
|
|
set1.Remove(v1);
|
|
set2.Remove(v1);
|
|
}
|
|
else
|
|
{
|
|
// Join the second into the first
|
|
// First is kept, second is removed
|
|
v2.Join(v1);
|
|
set1.Remove(v2);
|
|
set2.Remove(v2);
|
|
}
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
// This splits the given lines with the given vertices
|
|
// All affected lines will be added to changedlines
|
|
// Returns the number of splits made
|
|
public static int SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines)
|
|
{
|
|
float splitdist2 = splitdist * splitdist;
|
|
int splitsdone = 0;
|
|
bool splitted;
|
|
Linedef nl;
|
|
|
|
do
|
|
{
|
|
// No split yet
|
|
splitted = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Go for all the vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Check if v is close enough to l for splitting
|
|
if(l.DistanceToSq(v.Position, true) <= splitdist2)
|
|
{
|
|
// Line is not already referencing v?
|
|
if(((l.Start.X != v.X) || (l.Start.Y != v.Y)) &&
|
|
((l.End.X != v.X) || (l.End.Y != v.Y)))
|
|
{
|
|
// Split line l with vertex v
|
|
nl = l.Split(v);
|
|
|
|
// Add the new line to the list
|
|
lines.Add(nl);
|
|
|
|
// Both lines must be updated because their new length
|
|
// is relevant for next iterations!
|
|
l.UpdateCache();
|
|
nl.UpdateCache();
|
|
|
|
// Add both lines to changedlines
|
|
if(changedlines != null) changedlines.Add(l);
|
|
if(changedlines != null) changedlines.Add(nl);
|
|
|
|
// Count the split
|
|
splitsdone++;
|
|
splitted = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when splitted
|
|
// TODO: If we make (linked) lists from the collections first,
|
|
// we don't have to restart when splitted?
|
|
if(splitted) break;
|
|
}
|
|
}
|
|
while(splitted);
|
|
|
|
// Return result
|
|
return splitsdone;
|
|
}
|
|
|
|
// This finds the line closest to the specified position
|
|
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the line closest to the specified position
|
|
public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, float maxrange)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (d < distance))
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
|
|
{
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = v.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the thing closest to the specified position
|
|
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
|
|
{
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = t.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Within range?
|
|
if((v.Position.x >= range.Left) && (v.Position.x <= range.Right))
|
|
{
|
|
if((v.Position.y >= range.Top) && (v.Position.y <= range.Bottom))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(v.Position.x - pos.x) + Math.Abs(v.Position.y - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This finds the thing closest to the specified position
|
|
public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Within range?
|
|
if((t.Position.x >= (range.Left - t.Size)) && (t.Position.x <= (range.Right + t.Size)))
|
|
{
|
|
if((t.Position.y >= (range.Top - t.Size)) && (t.Position.y <= (range.Bottom + t.Size)))
|
|
{
|
|
// Close than previous find?
|
|
d = Math.Abs(t.Position.x - pos.x) + Math.Abs(t.Position.y - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
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#region ================== Tools
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// This returns the next unused tag number
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public int GetNewTag()
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{
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bool[] usedtags = new bool[HIGHEST_TAG+1];
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usedtags.Initialize();
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// Check all sectors
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foreach(Sector s in sectors) usedtags[s.Tag] = true;
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// Check all lines
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foreach(Linedef l in linedefs) usedtags[l.Tag] = true;
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// Check all things
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foreach(Thing t in things) usedtags[t.Tag] = true;
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// Now find the first unused index
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for(int i = 1; i <= HIGHEST_TAG; i++)
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if(usedtags[i] == false) return i;
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// Problem: all tags used!
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// Lets ignore this problem for now, who needs 65-thousand tags?!
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return 0;
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}
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// This returns the sector with the given index or null when the index is not in use
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// TODO: Speed this up by keeping sector references with indices in a dictionary?
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public Sector GetSectorByIndex(int index)
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{
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Return sector when index matches
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if(s.Index == index) return s;
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}
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// Nothing found
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return null;
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}
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// This makes a list of lines related to marked vertices
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// A line is unstable when one vertex is marked and the other isn't.
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public ICollection<Linedef> LinedefsFromMarkedVertices(bool includeunselected, bool includestable, bool includeunstable)
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{
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List<Linedef> list = new List<Linedef>((linedefs.Count / 2) + 1);
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// Go for all lines
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foreach(Linedef l in linedefs)
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{
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// Check if this is to be included
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if((includestable && (l.Start.Marked && l.End.Marked)) ||
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(includeunstable && (l.Start.Marked ^ l.End.Marked)) ||
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(includeunselected && (!l.Start.Marked && !l.End.Marked)))
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{
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// Add to list
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list.Add(l);
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}
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}
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// Return result
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return list;
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}
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// This makes a list of unstable lines from the given vertices.
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// A line is unstable when one vertex is selected and the other isn't.
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public static ICollection<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
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{
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Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
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// Go for all vertices
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foreach(Vertex v in verts)
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{
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// Go for all lines
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foreach(Linedef l in v.Linedefs)
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{
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// If the line exists in the list
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if(lines.ContainsKey(l))
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{
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// Remove it
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lines.Remove(l);
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}
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// Otherwise add it
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else
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{
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// Add the line
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lines.Add(l, l);
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}
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}
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}
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// Return result
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return new List<Linedef>(lines.Values);
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}
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// This finds the line closest to the specified position
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public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
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// This finds the line closest to the specified position
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public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
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// This finds the vertex closest to the specified position
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public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
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// This finds the vertex closest to the specified position
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public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
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// This finds the thing closest to the specified position
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public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
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// This finds the closest unselected linedef that is not connected to the given vertex
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public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
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{
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Linedef closest = null;
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distance = float.MaxValue;
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float maxrangesq = maxrange * maxrange;
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float d;
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// Go for all linedefs in selection
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foreach(Linedef l in linedefs)
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{
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// Calculate distance and check if closer than previous find
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d = l.SafeDistanceToSq(pos, true);
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if((d <= maxrangesq) && (d < distance))
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{
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// Check if not selected
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// Check if linedef is not connected to v
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if((l.Start != v) && (l.End != v))
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{
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// This one is closer
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closest = l;
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distance = d;
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}
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}
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}
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// Return result
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return closest;
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}
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// This performs sidedefs compression
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public void CompressSidedefs()
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{
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// TODO: Make this happen
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}
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// This removes unused vertices
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public void RemoveUnusedVertices()
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{
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LinkedListNode<Vertex> vn, vc;
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// Go for all vertices
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vn = vertices.First;
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while(vn != null)
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{
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vc = vn;
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vn = vc.Next;
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if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc);
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}
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}
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#endregion
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}
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}
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