mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
7faf6bc13e
Error Checker mode: added "Check missing flats" check. Error Checker mode: fixed several descriptions. Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace. Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled. Fixed some incorrect checks for missing texture ("-").
421 lines
10 KiB
C#
421 lines
10 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.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public sealed class VisualBlockMap
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{
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#region ================== Constants
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public const int BLOCK_SIZE_SHIFT = 7;
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public const int BLOCK_SIZE = 1 << BLOCK_SIZE_SHIFT;
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public const float BLOCK_RADIUS = BLOCK_SIZE * Angle2D.SQRT2;
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#endregion
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#region ================== Variables
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// Blocks
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private Dictionary<ulong, VisualBlockEntry> blockmap;
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// State
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private bool isdisposed;
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#endregion
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#region ================== Properties
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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
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internal VisualBlockMap()
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{
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// Initialize
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blockmap = new Dictionary<ulong,VisualBlockEntry>();
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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blockmap = 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 ================== Methods
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// This returns the block coordinates
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public Point GetBlockCoordinates(Vector2D v)
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{
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return new Point((int)v.x >> BLOCK_SIZE_SHIFT,
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(int)v.y >> BLOCK_SIZE_SHIFT);
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}
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// This returns the block center in world coordinates
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public Vector2D GetBlockCenter(Point p)
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{
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return new Vector2D((p.X << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1),
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(p.Y << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1));
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}
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// This returns the key for a block at the given coordinates
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// TODO: Could we just use the Point struct as key?
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private static ulong GetBlockKey(Point p)
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{
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return unchecked( ((ulong)(uint)p.X << 32) + (uint)p.Y );
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}
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// This returns the block with the given coordinates
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// Creates the block if it doesn't exist yet
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public VisualBlockEntry GetBlock(Point p)
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{
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ulong k = GetBlockKey(p);
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if(blockmap.ContainsKey(k))
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{
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return blockmap[k];
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}
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else
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{
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return (blockmap[k] = new VisualBlockEntry());
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}
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}
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// This clears the blockmap
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public void Clear()
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{
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blockmap = new Dictionary<ulong,VisualBlockEntry>();
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}
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// This returns a range of blocks in a square
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public List<VisualBlockEntry> GetSquareRange(RectangleF rect)
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{
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// Calculate block coordinates
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Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
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Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
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// Go through the range to make a list
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int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y);
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List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
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for(int x = lt.X; x <= rb.X; x++)
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{
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for(int y = lt.Y; y <= rb.Y; y++)
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{
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entries.Add(GetBlock(new Point(x, y)));
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}
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}
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// Return list
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return entries;
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}
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// This returns a range of blocks in a frustum
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public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum)
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{
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// Make square range from frustum circle
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// This will be the range in which we will test blocks
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Point lt = GetBlockCoordinates(frustum.Center - frustum.Radius);
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Point rb = GetBlockCoordinates(frustum.Center + frustum.Radius);
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// Constants we need
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float blockfrustumdistance2 = (frustum.Radius * frustum.Radius) + (BLOCK_RADIUS * BLOCK_RADIUS);
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// Go through the range to make a list
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int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y);
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List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
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for(int x = lt.X; x <= rb.X; x++)
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{
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for(int y = lt.Y; y <= rb.Y; y++)
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{
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// First check if the block circle is intersecting the frustum circle
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Point block = new Point(x, y);
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Vector2D blockcenter = GetBlockCenter(block);
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if(Vector2D.DistanceSq(frustum.Center, blockcenter) < blockfrustumdistance2)
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{
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// Add the block if the block circle is inside the frustum
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if(frustum.IntersectCircle(blockcenter, BLOCK_RADIUS)) entries.Add(GetBlock(block));
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}
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}
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}
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// Return list
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return entries;
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}
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// This returns all blocks along the given line
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public List<VisualBlockEntry> GetLineBlocks(Vector2D v1, Vector2D v2)
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{
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float deltax, deltay;
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float posx, posy;
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Point pos, end;
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int dirx, diry;
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// Estimate number of blocks we will go through and create list
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int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / BLOCK_SIZE;
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List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
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// Find start and end block
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pos = GetBlockCoordinates(v1);
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end = GetBlockCoordinates(v2);
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// Add this block
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entries.Add(GetBlock(pos));
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// Moving outside the block?
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if(pos != end)
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{
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// Calculate current block edges
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float cl = pos.X * BLOCK_SIZE;
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float cr = (pos.X + 1) * BLOCK_SIZE;
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float ct = pos.Y * BLOCK_SIZE;
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float cb = (pos.Y + 1) * BLOCK_SIZE;
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// Line directions
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dirx = Math.Sign(v2.x - v1.x);
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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if(dirx >= 0)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = BLOCK_SIZE / (v2.x - v1.x);
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}
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else
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{
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = BLOCK_SIZE / (v1.x - v2.x);
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}
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// Calculate offset and delta movement over y
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if(diry >= 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = BLOCK_SIZE / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = BLOCK_SIZE / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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}
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// Add lines to this block
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entries.Add(GetBlock(pos));
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}
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}
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// Return list
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return entries;
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}
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// This puts a thing in the blockmap
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public void AddThingsSet(ICollection<Thing> things)
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{
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foreach(Thing t in things) AddThing(t);
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}
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// This puts a thing in the blockmap
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public void AddThing(Thing t)
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{
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Point p = GetBlockCoordinates(t.Position);
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VisualBlockEntry block = GetBlock(p);
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block.Things.Add(t);
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}
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// This puts a secotr in the blockmap
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public void AddSectorsSet(ICollection<Sector> sectors)
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{
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foreach(Sector s in sectors) AddSector(s);
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}
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// This puts a sector in the blockmap
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public void AddSector(Sector s)
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{
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Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top));
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Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom));
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for(int x = p1.X; x <= p2.X; x++)
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{
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for(int y = p1.Y; y <= p2.Y; y++)
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{
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VisualBlockEntry block = GetBlock(new Point(x, y));
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block.Sectors.Add(s);
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}
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}
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}
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// This puts a whole set of linedefs in the blocks they cross
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public void AddLinedefsSet(ICollection<Linedef> lines)
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{
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foreach(Linedef l in lines) AddLinedef(l);
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}
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// This puts a single linedef in all blocks it crosses
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public void AddLinedef(Linedef line)
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{
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Vector2D v1, v2;
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float deltax, deltay;
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float posx, posy;
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Point pos, end;
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int dirx, diry;
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// Get coordinates
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v1 = line.Start.Position;
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v2 = line.End.Position;
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// Find start and end block
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pos = GetBlockCoordinates(v1);
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end = GetBlockCoordinates(v2);
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// Horizontal straight line?
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if(pos.Y == end.Y)
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{
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// Simple loop
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dirx = Math.Sign(v2.x - v1.x);
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for(int x = pos.X; x != end.X; x += dirx)
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{
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GetBlock(new Point(x, pos.Y)).Lines.Add(line);
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}
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GetBlock(end).Lines.Add(line);
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}
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// Vertical straight line?
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else if(pos.X == end.X)
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{
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// Simple loop
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diry = Math.Sign(v2.y - v1.y);
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for(int y = pos.Y; y != end.Y; y += diry)
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{
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GetBlock(new Point(pos.X, y)).Lines.Add(line);
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}
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GetBlock(end).Lines.Add(line);
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}
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else
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{
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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// Moving outside the block?
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if(pos != end)
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{
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// Calculate current block edges
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float cl = pos.X * BLOCK_SIZE;
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float cr = (pos.X + 1) * BLOCK_SIZE;
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float ct = pos.Y * BLOCK_SIZE;
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float cb = (pos.Y + 1) * BLOCK_SIZE;
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// Line directions
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dirx = Math.Sign(v2.x - v1.x);
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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if(dirx == 0)
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{
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posx = float.MaxValue;
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deltax = float.MaxValue;
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}
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else if(dirx > 0)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = BLOCK_SIZE / (v2.x - v1.x);
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}
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else
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{
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = BLOCK_SIZE / (v1.x - v2.x);
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}
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// Calculate offset and delta movement over y
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if(diry == 0)
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{
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posy = float.MaxValue;
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deltay = float.MaxValue;
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}
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else if(diry > 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = BLOCK_SIZE / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = BLOCK_SIZE / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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}
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// Add lines to this block
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GetBlock(pos).Lines.Add(line);
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}
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}
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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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