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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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959 lines
24 KiB
C#
959 lines
24 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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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class MapSet : IDisposable
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{
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#region ================== Variables
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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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// 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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#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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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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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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// 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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}
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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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Sector ns = newset.CreateSector();
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s.Clone = ns;
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// Copy properties
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s.CopyPropertiesTo(ns);
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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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// Copy properties
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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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// Copy properties
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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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// Copy properties
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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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// Copy properties
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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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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);
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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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#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 linedefs
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foreach(Linedef l in linedefs) l.Update();
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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 vertices that match a selected state
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public ICollection<Vertex> GetVerticesSelection(bool selected)
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{
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List<Vertex> list = new List<Vertex>();
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foreach(Vertex v in vertices) if(v.Selected == selected) 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 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>();
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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>();
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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>();
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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 ================== Areas
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// This creates an area from vertices
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public static Rectangle AreaFromVertices(ICollection<Vertex> verts)
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{
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int l = int.MaxValue;
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int t = int.MaxValue;
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int r = int.MinValue;
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int b = int.MinValue;
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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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// Adjust boundaries by vertices
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if(v.X < l) l = v.X;
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if(v.X > r) r = v.X;
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if(v.Y < t) t = v.Y;
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if(v.Y > b) b = v.Y;
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}
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// Return a rect
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return new Rectangle(l, t, r - l, b - t);
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}
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// This creates an area from vertices
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public static Rectangle AreaFromLines(ICollection<Linedef> lines)
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{
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int l = int.MaxValue;
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int t = int.MaxValue;
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int r = int.MinValue;
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int b = int.MinValue;
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// Go for all vertices
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foreach(Linedef ld in lines)
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{
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// Adjust boundaries by vertices
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if(ld.Start.X < l) l = ld.Start.X;
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if(ld.Start.X > r) r = ld.Start.X;
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if(ld.Start.Y < t) t = ld.Start.Y;
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if(ld.Start.Y > b) b = ld.Start.Y;
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if(ld.End.X < l) l = ld.End.X;
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if(ld.End.X > r) r = ld.End.X;
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if(ld.End.Y < t) t = ld.End.Y;
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if(ld.End.Y > b) b = ld.End.Y;
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}
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// Return a rect
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return new Rectangle(l, t, r - l, b - t);
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}
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// This filters lines by a square area
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public static ICollection<Linedef> FilterArea(ICollection<Linedef> lines, ref Rectangle area)
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{
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ICollection<Linedef> newlines = new List<Linedef>(lines.Count);
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// Go for all lines
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foreach(Linedef l in lines)
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{
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// Check the cs field bits
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if((GetCSFieldBits(l.Start, ref area) & GetCSFieldBits(l.End, ref area)) == 0)
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{
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// The line could be in the area
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newlines.Add(l);
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}
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}
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// Return result
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return newlines;
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}
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// This returns the cohen-sutherland field bits for a vertex in a rectangle area
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private static byte GetCSFieldBits(Vertex v, ref Rectangle area)
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{
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byte bits = 0;
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if(v.Y < area.Top) bits |= 0x01;
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if(v.Y > area.Bottom) bits |= 0x02;
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if(v.X < area.Left) bits |= 0x04;
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if(v.X > area.Right) bits |= 0x08;
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return bits;
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}
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// This filters vertices by a square area
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public static ICollection<Vertex> FilterArea(ICollection<Vertex> verts, ref Rectangle area)
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{
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ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
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// Go for all verts
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foreach(Vertex v in verts)
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{
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// Within rect?
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if((v.X >= area.Left) &&
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(v.X <= area.Right) &&
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(v.Y >= area.Top) &&
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(v.Y <= area.Bottom))
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{
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// The vertex is in the area
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newverts.Add(v);
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}
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}
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// Return result
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return newverts;
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}
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#endregion
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#region ================== Geometry Tools
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// This joins overlapping lines together
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// Returns the number of joins made
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public static int JoinOverlappingLines(ICollection<Linedef> lines)
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{
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int joinsdone = 0;
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bool joined;
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do
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{
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// No joins yet
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joined = false;
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// Go for all the lines
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foreach(Linedef l1 in lines)
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{
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// Check if these vertices have lines that overlap
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foreach(Linedef l2 in l1.Start.Linedefs)
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{
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// Sharing vertices?
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if((l1.End == l2.End) ||
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(l1.End == l2.Start))
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{
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// Not the same line?
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if(l1 != l2)
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{
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// Merge these two linedefs
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while(lines.Remove(l1));
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l1.Join(l2);
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joinsdone++;
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joined = true;
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break;
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}
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}
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}
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// Will have to restart when joined
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if(joined) break;
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// Check if these vertices have lines that overlap
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foreach(Linedef l2 in l1.End.Linedefs)
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{
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// Sharing vertices?
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if((l1.Start == l2.End) ||
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(l1.Start == l2.Start))
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{
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// Not the same line?
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if(l1 != l2)
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{
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// Merge these two linedefs
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while(lines.Remove(l1));
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l1.Join(l2);
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joinsdone++;
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joined = true;
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break;
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}
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}
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}
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// Will have to restart when joined
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if(joined) break;
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}
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}
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while(joined);
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// Return result
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return joinsdone;
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}
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// This removes looped linedefs (linedefs which reference the same vertex for start and end)
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// Returns the number of linedefs removed
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public static int RemoveLoopedLinedefs(ICollection<Linedef> lines)
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{
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int linesremoved = 0;
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bool removedline;
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do
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{
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// Nothing removed yet
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removedline = false;
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// Go for all the lines
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foreach(Linedef l in lines)
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{
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// Check if referencing the same vertex twice
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if(l.Start == l.End)
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{
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// Remove this line
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while(lines.Remove(l));
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l.Dispose();
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linesremoved++;
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removedline = true;
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break;
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}
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}
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}
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while(removedline);
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// Return result
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return linesremoved;
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}
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// This joins nearby vertices from two collections. This does NOT join vertices
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// within the same collection, only if they exist in both collections.
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// The vertex from the second collection is moved to match the first vertex.
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// When keepsecond is true, the vertex in the second collection is kept,
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// otherwise the vertex in the first collection is kept.
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// Returns the number of joins made
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public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
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{
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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 != v) && (l.End != v))
|
|
{
|
|
// 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.Update();
|
|
nl.Update();
|
|
|
|
// 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
|
|
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 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
|
|
|
|
#region ================== Tools
|
|
|
|
// This makes a list of lines related to vertex selection
|
|
// A line is unstable when one vertex is selected and the other isn't.
|
|
public ICollection<Linedef> LinedefsFromSelectedVertices(bool includeunselected, bool includestable, bool includeunstable)
|
|
{
|
|
List<Linedef> list = new List<Linedef>((linedefs.Count / 2) + 1);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Check if this is to be included
|
|
if((includestable && (l.Start.Selected && l.End.Selected)) ||
|
|
(includeunstable && (l.Start.Selected ^ l.End.Selected)) ||
|
|
(includeunselected && (!l.Start.Selected && !l.End.Selected)) )
|
|
{
|
|
// Add to list
|
|
list.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
// This finds the line closest to the specified position
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
|
|
|
// This finds the line closest to the specified position
|
|
public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
// This finds the vertex closest to the specified position
|
|
public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
|
|
|
|
// This finds the thing closest to the specified position
|
|
public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
|
|
|
|
// This finds the closest unselected linedef that is not connected to the given vertex
|
|
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
|
|
{
|
|
Linedef closest = null;
|
|
distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (d < distance))
|
|
{
|
|
// Check if not selected
|
|
|
|
// Check if linedef is not connected to v
|
|
if((l.Start != v) && (l.End != v))
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This performs sidedefs compression
|
|
public void CompressSidedefs()
|
|
{
|
|
// TODO: Make this happen
|
|
}
|
|
|
|
// This removes unused vertices
|
|
public void RemoveUnusedVertices()
|
|
{
|
|
LinkedListNode<Vertex> vn, vc;
|
|
|
|
// Go for all vertices
|
|
vn = vertices.First;
|
|
while(vn != null)
|
|
{
|
|
vc = vn;
|
|
vn = vc.Next;
|
|
if(vc.Value.Linedefs.Count == 0) vertices.Remove(vc);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|