UltimateZoneBuilder/Source/Core/Map/MapSet.cs
2023-06-10 19:31:53 +02:00

4359 lines
131 KiB
C#
Executable file

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Drawing;
using System.IO;
using System.Linq;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.VisualModes;
using System.Diagnostics;
#endregion
namespace CodeImp.DoomBuilder.Map
{
/// <summary>
/// Manages all geometry structures and things in a map. Also provides
/// methods to works with selections and marking elements for any purpose.
/// Note that most methods are of O(n) complexity.
/// </summary>
public sealed class MapSet
{
#region ================== Constants
/// <summary>Stiching distance. This is only to get around inaccuracies. Basically,
/// geometry only stitches when exactly on top of each other.</summary>
public const float STITCH_DISTANCE = 0.005f; //mxd. 0.001f is not enough when drawing very long lines...
// Virtual sector identification
// This contains a character that is invalid in the UDMF standard, but valid
// in our parser, so that it can only be used by Doom Builder and will never
// conflict with any other valid UDMF field.
public const string VIRTUAL_SECTOR_FIELD = "!virtual_sector";
//mxd
private const string SELECTION_GROUPS_PATH = "selectiongroups";
// Handler for tag fields
public delegate void TagHandler<T>(MapElement element, bool actionargument, UniversalType type, ref int value, T obj);
#endregion
#region ================== Variables
// Sector indexing
private List<int> indexholes;
private int lastsectorindex;
// Sidedef indexing for (de)serialization
private Sidedef[] sidedefindices;
// Map structures
private Vertex[] vertices;
private Linedef[] linedefs;
private Sidedef[] sidedefs;
private Sector[] sectors;
private Thing[] things;
private int numvertices;
private int numlinedefs;
private int numsidedefs;
private int numsectors;
private int numthings;
// Behavior
private int freezearrays;
private bool autoremove;
// Selected elements
private LinkedList<Vertex> sel_vertices;
private LinkedList<Linedef> sel_linedefs;
private LinkedList<Sector> sel_sectors;
private LinkedList<Thing> sel_things;
private SelectionType sel_type;
// Unknown UDMF data that needs to be preserved
private List<UniversalEntry> unknownudmfdata;
// Statics
private static long emptylongname;
private static UniValue virtualsectorvalue;
// Concurrency
private bool issafetoaccess;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
/// <summary>Returns the number of selected sectors.</summary>
public int SelectedSectorsCount { get { return sel_sectors.Count; } }
/// <summary>Returns the number of selected linedefs.</summary>
public int SelectedLinedefsCount { get { return sel_linedefs.Count; } }
/// <summary>Returns the number of selected vertices.</summary>
public int SelectedVerticessCount { get { return sel_vertices.Count; } }
/// <summary>Returns the number of selected things.</summary>
public int SelectedThingsCount { get { return sel_things.Count; } }
/// <summary>Returns a reference to the list of all vertices.</summary>
public ICollection<Vertex> Vertices { get { if(freezearrays == 0) return vertices; else return new MapElementCollection<Vertex>(ref vertices, numvertices); } }
/// <summary>Returns a reference to the list of all linedefs.</summary>
public ICollection<Linedef> Linedefs { get { if(freezearrays == 0) return linedefs; else return new MapElementCollection<Linedef>(ref linedefs, numlinedefs); } }
/// <summary>Returns a reference to the list of all sidedefs.</summary>
public ICollection<Sidedef> Sidedefs { get { if(freezearrays == 0) return sidedefs; else return new MapElementCollection<Sidedef>(ref sidedefs, numsidedefs); } }
/// <summary>Returns a reference to the list of all sectors.</summary>
public ICollection<Sector> Sectors { get { if(freezearrays == 0) return sectors; else return new MapElementCollection<Sector>(ref sectors, numsectors); } }
/// <summary>Returns a reference to the list of all things.</summary>
public ICollection<Thing> Things { get { if(freezearrays == 0) return things; else return new MapElementCollection<Thing>(ref things, numthings); } }
/// <summary>Indicates if the map is disposed.</summary>
public bool IsDisposed { get { return isdisposed; } }
/// <summary>Returns a reference to the list of selected vertices.</summary>
internal LinkedList<Vertex> SelectedVertices { get { return sel_vertices; } }
/// <summary>Returns a reference to the list of selected linedefs.</summary>
internal LinkedList<Linedef> SelectedLinedefs { get { return sel_linedefs; } }
/// <summary>Returns a reference to the list of selected sectors.</summary>
internal LinkedList<Sector> SelectedSectors { get { return sel_sectors; } }
/// <summary>Returns a reference to the list of selected things.</summary>
internal LinkedList<Thing> SelectedThings { get { return sel_things; } }
/// <summary>Returns the current type of selection.</summary>
public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } }
/// <summary>Long name to indicate "no texture". This is the long name for a single dash.</summary>
public static long EmptyLongName { get { return emptylongname; } }
/// <summary>Returns the name of the custom field that marks virtual sectors in pasted geometry.</summary>
public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } }
/// <summary>Returns the value of the custom field that marks virtual sectors in pasted geometry.</summary>
public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } }
internal Sidedef[] SidedefIndices { get { return sidedefindices; } }
internal bool AutoRemove { get { return autoremove; } set { autoremove = value; } }
internal List<UniversalEntry> UnknownUDMFData { get { return unknownudmfdata; } set { unknownudmfdata = value; } }
/// <summary>
/// If it's safe to access (either reading or modifying) the map data. May only be read or set from the UI thread to
/// avoid racing conditions. Code that wants to access the map data on on a timer or in another thread must honor
/// this setting to avoid exceptions
/// </summary>
public bool IsSafeToAccess { get { return issafetoaccess; } set { issafetoaccess = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor for new empty map
internal MapSet()
{
// Initialize
vertices = new Vertex[0];
linedefs = new Linedef[0];
sidedefs = new Sidedef[0];
sectors = new Sector[0];
things = new Thing[0];
sel_vertices = new LinkedList<Vertex>();
sel_linedefs = new LinkedList<Linedef>();
sel_sectors = new LinkedList<Sector>();
sel_things = new LinkedList<Thing>();
indexholes = new List<int>();
lastsectorindex = 0;
autoremove = true;
unknownudmfdata = new List<UniversalEntry>();
issafetoaccess = true;
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor for map to deserialize
internal MapSet(MemoryStream stream)
{
// Initialize
vertices = new Vertex[0];
linedefs = new Linedef[0];
sidedefs = new Sidedef[0];
sectors = new Sector[0];
things = new Thing[0];
sel_vertices = new LinkedList<Vertex>();
sel_linedefs = new LinkedList<Linedef>();
sel_sectors = new LinkedList<Sector>();
sel_things = new LinkedList<Thing>();
indexholes = new List<int>();
lastsectorindex = 0;
autoremove = true;
unknownudmfdata = new List<UniversalEntry>();
issafetoaccess = true;
// Deserialize
Deserialize(stream);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
BeginAddRemove();
// Dispose all things
while((things.Length > 0) && (things[0] != null))
things[0].Dispose();
// Dispose all sectors
while((sectors.Length > 0) && (sectors[0] != null))
sectors[0].Dispose();
// Dispose all sidedefs
while((sidedefs.Length > 0) && (sidedefs[0] != null))
sidedefs[0].Dispose();
// Dispose all linedefs
while((linedefs.Length > 0) && (linedefs[0] != null))
linedefs[0].Dispose();
// Dispose all vertices
while((vertices.Length > 0) && (vertices[0] != null))
vertices[0].Dispose();
// Clean up
vertices = null;
linedefs = null;
sidedefs = null;
sectors = null;
things = null;
sel_vertices = null;
sel_linedefs = null;
sel_sectors = null;
sel_things = null;
indexholes = null;
// Done
isdisposed = true;
}
}
// Static initializer
internal static void Initialize()
{
emptylongname = Lump.MakeLongName("-", false);
virtualsectorvalue = new UniValue((int)UniversalType.Integer, 0);
}
#endregion
#region ================== Management
// This begins large add/remove operations
public void BeginAddRemove()
{
freezearrays++;
}
// This allocates the arrays to a minimum size so that
// a lot of items can be created faster. This function will never
// allocate less than the current number of items.
public void SetCapacity(int nvertices, int nlinedefs, int nsidedefs, int nsectors, int nthings)
{
if(freezearrays == 0)
throw new Exception("You must call BeginAddRemove before setting the reserved capacity.");
if(numvertices < nvertices)
Array.Resize(ref vertices, nvertices);
if(numlinedefs < nlinedefs)
Array.Resize(ref linedefs, nlinedefs);
if(numsidedefs < nsidedefs)
Array.Resize(ref sidedefs, nsidedefs);
if(numsectors < nsectors)
Array.Resize(ref sectors, nsectors);
if(numthings < nthings)
Array.Resize(ref things, nthings);
}
// This ends add/remove operations and crops the arrays
public void EndAddRemove()
{
if(freezearrays > 0)
freezearrays--;
if(freezearrays == 0)
{
if(numvertices < vertices.Length)
Array.Resize(ref vertices, numvertices);
if(numlinedefs < linedefs.Length)
Array.Resize(ref linedefs, numlinedefs);
if(numsidedefs < sidedefs.Length)
Array.Resize(ref sidedefs, numsidedefs);
if(numsectors < sectors.Length)
Array.Resize(ref sectors, numsectors);
if(numthings < things.Length)
Array.Resize(ref things, numthings);
}
}
/// <summary>
/// This makes a deep copy and returns the new MapSet.
/// </summary>
public MapSet Clone()
{
// Create the map set
MapSet newset = new MapSet();
newset.BeginAddRemove();
newset.SetCapacity(numvertices, numlinedefs, numsidedefs, numsectors, numthings);
// Go for all vertices
foreach(Vertex v in vertices)
{
// Make new vertex
v.Clone = newset.CreateVertex(v.Position);
v.CopyPropertiesTo(v.Clone);
}
// Go for all sectors
foreach(Sector s in sectors)
{
// Make new sector
s.Clone = newset.CreateSector();
s.CopyPropertiesTo(s.Clone);
}
// Go for all linedefs
foreach(Linedef l in linedefs)
{
// Make new linedef
Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
l.CopyPropertiesTo(nl);
// Linedef has a front side?
if(l.Front != null)
{
// Make new sidedef
Sidedef nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
l.Front.CopyPropertiesTo(nd);
}
// Linedef has a back side?
if(l.Back != null)
{
// Make new sidedef
Sidedef nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
l.Back.CopyPropertiesTo(nd);
}
}
// Go for all things
foreach(Thing t in things)
{
// Make new thing
Thing nt = newset.CreateThing();
t.CopyPropertiesTo(nt);
}
// Remove clone references
foreach(Vertex v in vertices) v.Clone = null;
foreach(Sector s in sectors) s.Clone = null;
// Copy unknown UDMF data
newset.UnknownUDMFData = new List<UniversalEntry>();
foreach(UniversalEntry e in unknownudmfdata)
{
if(e.Value is UniversalCollection)
{
// The UniversalEntry value is a collection, so we have to copy all sub-elements
UniversalCollection uc = new UniversalCollection();
foreach(UniversalEntry ie in (UniversalCollection)e.Value)
uc.Add(ie.Key, ie.Value);
newset.UnknownUDMFData.Add(new UniversalEntry(e.Key, uc));
}
else
{
// Just a normal UniversalEntry
newset.UnknownUDMFData.Add(new UniversalEntry(e.Key, e.Value));
}
}
// Return the new set
newset.EndAddRemove();
return newset;
}
// This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector
internal MapSet CloneMarked()
{
Sector virtualsector = null;
// Create the map set
MapSet newset = new MapSet();
newset.BeginAddRemove();
// Get marked geometry
ICollection<Vertex> mvertices = GetMarkedVertices(true);
ICollection<Linedef> mlinedefs = GetMarkedLinedefs(true);
ICollection<Sector> msectors = GetMarkedSectors(true);
ICollection<Thing> mthings = GetMarkedThings(true);
newset.SetCapacity(mvertices.Count, mlinedefs.Count, numsidedefs, msectors.Count, mthings.Count);
// Go for all vertices
foreach(Vertex v in mvertices)
{
// Make new vertex
v.Clone = newset.CreateVertex(v.Position);
v.CopyPropertiesTo(v.Clone);
}
// Go for all sectors
foreach(Sector s in msectors)
{
// Make new sector
s.Clone = newset.CreateSector();
s.CopyPropertiesTo(s.Clone);
}
// Go for all linedefs
foreach(Linedef l in mlinedefs)
{
// Make new linedef
Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
l.CopyPropertiesTo(nl);
// Linedef has a front side?
if(l.Front != null)
{
Sidedef nd;
// Sector on front side marked?
if(l.Front.Sector.Marked)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
}
else
{
// Make virtual sector if needed
if(virtualsector == null)
{
virtualsector = newset.CreateSector();
l.Front.Sector.CopyPropertiesTo(virtualsector);
virtualsector.Fields.BeforeFieldsChange();
virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
}
// Make new sidedef that links to the virtual sector
nd = newset.CreateSidedef(nl, true, virtualsector);
}
l.Front.CopyPropertiesTo(nd);
}
// Linedef has a back side?
if(l.Back != null)
{
Sidedef nd;
// Sector on front side marked?
if(l.Back.Sector.Marked)
{
// Make new sidedef
nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
}
else
{
// Make virtual sector if needed
if(virtualsector == null)
{
virtualsector = newset.CreateSector();
l.Back.Sector.CopyPropertiesTo(virtualsector);
virtualsector.Fields.BeforeFieldsChange();
virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
}
// Make new sidedef that links to the virtual sector
nd = newset.CreateSidedef(nl, false, virtualsector);
}
l.Back.CopyPropertiesTo(nd);
}
}
// Go for all things
foreach(Thing t in mthings)
{
// Make new thing
Thing nt = newset.CreateThing();
t.CopyPropertiesTo(nt);
}
// Remove clone references
foreach(Vertex v in vertices) v.Clone = null;
foreach(Sector s in sectors) s.Clone = null;
// Return the new set
newset.EndAddRemove();
return newset;
}
/// <summary>This creates a new vertex and returns it.</summary>
public Vertex CreateVertex(Vector2D pos)
{
if(numvertices == General.Map.FormatInterface.MaxVertices)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
return null;
}
// Make the vertex
Vertex v = new Vertex(this, numvertices, pos);
AddItem(v, ref vertices, numvertices, ref numvertices);
return v;
}
/// <summary>This creates a new vertex and returns it.</summary>
public Vertex CreateVertex(int index, Vector2D pos)
{
if(numvertices == General.Map.FormatInterface.MaxVertices)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
return null;
}
// Make the vertex
Vertex v = new Vertex(this, index, pos);
AddItem(v, ref vertices, index, ref numvertices);
return v;
}
/// <summary>This creates a new linedef and returns it.</summary>
public Linedef CreateLinedef(Vertex start, Vertex end)
{
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
return null;
}
// Make the linedef
Linedef l = new Linedef(this, numlinedefs, start, end);
AddItem(l, ref linedefs, numlinedefs, ref numlinedefs);
return l;
}
/// <summary>This creates a new linedef and returns it.</summary>
public Linedef CreateLinedef(int index, Vertex start, Vertex end)
{
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
return null;
}
// Make the linedef
Linedef l = new Linedef(this, index, start, end);
AddItem(l, ref linedefs, index, ref numlinedefs);
return l;
}
/// <summary>This creates a new sidedef and returns it.</summary>
public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
{
if(numsidedefs == int.MaxValue)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
return null;
}
// Make the sidedef
Sidedef sd = new Sidedef(this, numsidedefs, l, front, s);
AddItem(sd, ref sidedefs, numsidedefs, ref numsidedefs);
return sd;
}
/// <summary>This creates a new sidedef and returns it.</summary>
public Sidedef CreateSidedef(int index, Linedef l, bool front, Sector s)
{
if(numsidedefs == int.MaxValue)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
return null;
}
// Make the sidedef
Sidedef sd = new Sidedef(this, index, l, front, s);
AddItem(sd, ref sidedefs, index, ref numsidedefs);
return sd;
}
/// <summary>This creates a new sector and returns it.</summary>
public Sector CreateSector()
{
// Make the sector
return CreateSector(numsectors);
}
/// <summary>This creates a new sector and returns it.</summary>
public Sector CreateSector(int index)
{
int fixedindex;
if(numsectors == General.Map.FormatInterface.MaxSectors)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
return null;
}
// Do we have any index holes we can use?
if(indexholes.Count > 0)
{
// Take one of the index holes
fixedindex = indexholes[indexholes.Count - 1];
indexholes.RemoveAt(indexholes.Count - 1);
}
else
{
// Make a new index
fixedindex = lastsectorindex++;
}
// Make the sector
return CreateSectorEx(fixedindex, index);
}
// This creates a new sector with a specific fixed index
private Sector CreateSectorEx(int fixedindex, int index)
{
if(numsectors == General.Map.FormatInterface.MaxSectors)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
return null;
}
// Make the sector
Sector s = new Sector(this, index, fixedindex);
AddItem(s, ref sectors, index, ref numsectors);
return s;
}
/// <summary>This creates a new thing and returns it.</summary>
public Thing CreateThing()
{
if(numthings == General.Map.FormatInterface.MaxThings)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
return null;
}
// Make the thing
Thing t = new Thing(this, numthings);
AddItem(t, ref things, numthings, ref numthings);
return t;
}
/// <summary>This creates a new thing and returns it.</summary>
public Thing CreateThing(int index)
{
if(numthings == General.Map.FormatInterface.MaxThings)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
return null;
}
// Make the thing
Thing t = new Thing(this, index);
AddItem(t, ref things, index, ref numthings);
return t;
}
/// <summary>
/// This creates a temporary thing. The difference to normal thing creation is that the creation will not be recorded by the undo manager.
/// This should only be used in very specific cases, like creating a temporary player start for the "test from current position" action
/// </summary>
/// <returns>The new thing</returns>
internal Thing CreateTempThing()
{
if (numthings == General.Map.FormatInterface.MaxThings)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
return null;
}
// Make the thing
Thing t = new Thing(this, numthings, false);
AddItem(t, ref things, numthings, ref numthings);
return t;
}
// This increases the size of the array to add an item
private void AddItem<T>(T item, ref T[] array, int index, ref int counter) where T: MapElement
{
// Only resize when there are no more free entries
if(counter == array.Length)
{
if(freezearrays == 0)
Array.Resize(ref array, counter + 1);
else
Array.Resize(ref array, counter + 10);
}
// Move item at the given index if the new item is not added at the end
if(index != counter)
{
array[counter] = array[index];
array[counter].Index = counter;
}
// Add item
array[index] = item;
counter++;
}
// This adds a sector index hole
internal void AddSectorIndexHole(int index)
{
indexholes.Add(index);
}
private void RemoveItem<T>(ref T[] array, int index, ref int counter) where T: MapElement
{
if(index == (counter - 1))
{
array[index] = null;
}
else
{
array[index] = array[counter - 1];
array[index].Index = index;
array[counter - 1] = null;
}
counter--;
if(freezearrays == 0)
Array.Resize(ref array, counter);
}
internal void RemoveVertex(int index)
{
RemoveItem(ref vertices, index, ref numvertices);
}
internal void RemoveLinedef(int index)
{
RemoveItem(ref linedefs, index, ref numlinedefs);
}
internal void RemoveSidedef(int index)
{
RemoveItem(ref sidedefs, index, ref numsidedefs);
}
internal void RemoveSector(int index)
{
RemoveItem(ref sectors, index, ref numsectors);
}
internal void RemoveThing(int index)
{
RemoveItem(ref things, index, ref numthings);
}
private void ChangeItemIndex<T>(ref T[] array, int oldindex, int newindex, int counter) where T : MapElement
{
if (oldindex == newindex || oldindex < 0 || newindex < 0 || oldindex >= array.Length || newindex >= array.Length)
return;
T item = array[oldindex];
if (oldindex > newindex) // Shift everything right
{
for (int i = oldindex; i > newindex; i--)
{
array[i] = array[i - 1];
array[i].Index++;
}
}
else // Shift everything left
{
for (int i = oldindex; i < newindex; i++)
{
array[i] = array[i + 1];
array[i].Index--;
}
}
array[newindex] = item;
array[newindex].Index = newindex;
}
internal void ChangeLindefIndex(int oldindex, int newindex) => ChangeItemIndex(ref linedefs, oldindex, newindex, numlinedefs);
internal void ChangeThingIndex(int oldindex, int newindex) => ChangeItemIndex(ref things, oldindex, newindex, numthings);
internal void ChangeSectorIndex(int oldindex, int newindex) => ChangeItemIndex(ref sectors, oldindex, newindex, numsectors);
internal void ChangeVertexIndex(int oldindex, int newindex) => ChangeItemIndex(ref vertices, oldindex, newindex, numvertices);
#endregion
#region ================== Serialization
// This serializes the MapSet
internal MemoryStream Serialize()
{
MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB.
SerializerStream serializer = new SerializerStream(stream);
// Index the sidedefs
int sidedefindex = 0;
foreach(Sidedef sd in sidedefs)
sd.SerializedIndex = sidedefindex++;
serializer.Begin();
// Write private data
serializer.wInt(lastsectorindex);
serializer.wInt(indexholes.Count);
foreach(int i in indexholes) serializer.wInt(i);
// Write map data
WriteVertices(serializer);
WriteSectors(serializer);
WriteLinedefs(serializer);
WriteSidedefs(serializer);
WriteThings(serializer);
serializer.End();
// Reallocate to keep only the used memory
stream.Capacity = (int)stream.Length;
return stream;
}
// This serializes things
private void WriteThings(SerializerStream stream)
{
stream.wInt(numthings);
// Go for all things
foreach(Thing t in things)
{
t.ReadWrite(stream);
}
}
// This serializes vertices
private void WriteVertices(SerializerStream stream)
{
stream.wInt(numvertices);
// Go for all vertices
int index = 0;
foreach(Vertex v in vertices)
{
v.SerializedIndex = index++;
v.ReadWrite(stream);
}
}
// This serializes linedefs
private void WriteLinedefs(SerializerStream stream)
{
stream.wInt(numlinedefs);
// Go for all lines
int index = 0;
foreach(Linedef l in linedefs)
{
l.SerializedIndex = index++;
stream.wInt(l.Start.SerializedIndex);
stream.wInt(l.End.SerializedIndex);
l.ReadWrite(stream);
}
}
// This serializes sidedefs
private void WriteSidedefs(SerializerStream stream)
{
stream.wInt(numsidedefs);
// Go for all sidedefs
foreach(Sidedef sd in sidedefs)
{
stream.wInt(sd.Line.SerializedIndex);
stream.wInt(sd.Sector.SerializedIndex);
stream.wBool(sd.IsFront);
sd.ReadWrite(stream);
}
}
// This serializes sectors
private void WriteSectors(SerializerStream stream)
{
stream.wInt(numsectors);
// Go for all sectors
int index = 0;
foreach(Sector s in sectors)
{
s.SerializedIndex = index++;
s.ReadWrite(stream);
s.Triangles.ReadWrite(stream); //mxd
}
}
#endregion
#region ================== Deserialization
// This deserializes the MapSet
internal void Deserialize(MemoryStream stream)
{
stream.Seek(0, SeekOrigin.Begin);
DeserializerStream deserializer = new DeserializerStream(stream);
deserializer.Begin();
// Read private data
int c;
deserializer.rInt(out lastsectorindex);
deserializer.rInt(out c);
indexholes = new List<int>(c);
for(int i = 0; i < c; i++)
{
int index; deserializer.rInt(out index);
indexholes.Add(index);
}
// Read map data
Vertex[] verticesarray = ReadVertices(deserializer);
Sector[] sectorsarray = ReadSectors(deserializer);
Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray);
ReadSidedefs(deserializer, linedefsarray, sectorsarray);
ReadThings(deserializer);
deserializer.End();
deserializer.Dispose(); //mxd
// Make table of sidedef indices
sidedefindices = new Sidedef[numsidedefs];
foreach(Sidedef sd in sidedefs)
sidedefindices[sd.SerializedIndex] = sd;
// Call PostDeserialize
foreach(Sector s in sectors)
s.PostDeserialize(this);
}
// This deserializes things
private void ReadThings(DeserializerStream stream)
{
int c; stream.rInt(out c);
// Go for all things
for(int i = 0; i < c; i++)
{
Thing t = CreateThing();
t.ReadWrite(stream);
}
}
// This deserializes vertices
private Vertex[] ReadVertices(DeserializerStream stream)
{
int c; stream.rInt(out c);
Vertex[] array = new Vertex[c];
// Go for all vertices
for(int i = 0; i < c; i++)
{
array[i] = CreateVertex(new Vector2D());
array[i].ReadWrite(stream);
}
return array;
}
// This deserializes linedefs
private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray)
{
int c; stream.rInt(out c);
Linedef[] array = new Linedef[c];
// Go for all lines
for(int i = 0; i < c; i++)
{
int start, end;
stream.rInt(out start);
stream.rInt(out end);
array[i] = CreateLinedef(verticesarray[start], verticesarray[end]);
array[i].ReadWrite(stream);
}
return array;
}
// This deserializes sidedefs
private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray)
{
int c; stream.rInt(out c);
// Go for all sidedefs
for(int i = 0; i < c; i++)
{
int lineindex, sectorindex;
bool front;
stream.rInt(out lineindex);
stream.rInt(out sectorindex);
stream.rBool(out front);
Sidedef sd = CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex]);
sd.ReadWrite(stream);
}
}
// This deserializes sectors
private Sector[] ReadSectors(DeserializerStream stream)
{
int c; stream.rInt(out c);
Sector[] array = new Sector[c];
// Go for all sectors
for(int i = 0; i < c; i++)
{
array[i] = CreateSector();
array[i].ReadWrite(stream);
array[i].Triangles.ReadWrite(stream); //mxd
}
return array;
}
#endregion
#region ================== Updating
/// <summary>
/// This updates the cache of all elements where needed. You must call this after making changes to the map.
/// </summary>
public void Update()
{
// Update all!
Update(true, true);
}
/// <summary>
/// This updates the cache of all elements where needed. It is not recommended to use this version, please use Update() instead.
/// </summary>
public void Update(bool dolines, bool dosectors)
{
// Update all linedefs
if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
// Update all sectors
if(dosectors)
{
foreach (Sector s in sectors)
{
s.Triangulate();
s.UpdateBBox();
}
General.Map.CRenderer2D.Surfaces.AllocateBuffers();
foreach (Sector s in sectors) s.CreateSurfaces();
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
}
}
/// <summary>
/// This updates the cache of all elements that is required after a configuration or settings change.
/// </summary>
public void UpdateConfiguration()
{
// Update all things
foreach(Thing t in things) t.UpdateConfiguration();
}
#endregion
#region ================== Selection
// This checks a flag in a selection type
private static bool InSelectionType(SelectionType value, SelectionType bits)
{
return (value & bits) == bits;
}
/// <summary>This converts the current selection to a different type of selection as specified.
/// Note that this function uses the markings to convert the selection.</summary>
public void ConvertSelection(SelectionType target)
{
ConvertSelection(SelectionType.All, target);
}
/// <summary>This converts the current selection to a different type of selection as specified.
/// Note that this function uses the markings to convert the selection.</summary>
public void ConvertSelection(SelectionType source, SelectionType target)
{
ClearAllMarks(false);
switch(target)
{
// Convert geometry selection to vertices only
case SelectionType.Vertices:
if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true);
if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
foreach(Vertex v in verts) v.Selected = true;
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
break;
// Convert geometry selection to linedefs only
case SelectionType.Linedefs:
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
if(InSelectionType(source, SelectionType.Sectors))
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Selected)
{
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
}
}
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedVertices();
break;
// Convert geometry selection to sectors only
case SelectionType.Sectors:
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
lines = LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
ClearMarkedSectors(true);
foreach(Linedef l in linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = false;
if(l.Back != null) l.Back.Sector.Marked = false;
}
}
ClearSelectedLinedefs();
ClearSelectedVertices();
if(InSelectionType(source, SelectionType.Sectors))
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Selected || (s.Marked && s.Sidedefs.Count > 0))
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
}
}
else
{
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked && s.Sidedefs.Count > 0)
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs)
sd.Line.Selected = true;
}
else
{
s.Selected = false;
}
}
}
break;
default:
throw new ArgumentException("Unsupported selection target conversion");
}
// New selection type
sel_type = target;
}
/// <summary>This clears all selected items</summary>
public void ClearAllSelected()
{
ClearSelectedVertices();
ClearSelectedThings();
ClearSelectedLinedefs();
ClearSelectedSectors();
}
/// <summary>This clears selected vertices.</summary>
public void ClearSelectedVertices()
{
sel_vertices.Clear();
foreach(Vertex v in vertices) v.Selected = false;
}
/// <summary>This clears selected things.</summary>
public void ClearSelectedThings()
{
sel_things.Clear();
foreach(Thing t in things) t.Selected = false;
}
/// <summary>This clears selected linedefs.</summary>
public void ClearSelectedLinedefs()
{
sel_linedefs.Clear();
foreach(Linedef l in linedefs) l.Selected = false;
}
/// <summary>This clears selected sectors.</summary>
public void ClearSelectedSectors()
{
sel_sectors.Clear();
foreach(Sector s in sectors) s.Selected = false;
}
/// <summary>Returns a collection of vertices that match a selected state.</summary>
public ICollection<Vertex> GetSelectedVertices(bool selected)
{
if(selected)
{
return new List<Vertex>(sel_vertices);
}
else
{
List<Vertex> list = new List<Vertex>(numvertices - sel_vertices.Count);
foreach(Vertex v in vertices) if(!v.Selected) list.Add(v);
return list;
}
}
/// <summary>Returns a collection of things that match a selected state.</summary>
public ICollection<Thing> GetSelectedThings(bool selected)
{
if(selected)
{
return new List<Thing>(sel_things);
}
else
{
List<Thing> list = new List<Thing>(numthings - sel_things.Count);
foreach(Thing t in things) if(!t.Selected) list.Add(t);
return list;
}
}
/// <summary>Returns a collection of linedefs that match a selected state.</summary>
public ICollection<Linedef> GetSelectedLinedefs(bool selected)
{
if(selected)
{
return new List<Linedef>(sel_linedefs);
}
else
{
List<Linedef> list = new List<Linedef>(numlinedefs - sel_linedefs.Count);
foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l);
return list;
}
}
/// <summary>Returns a collection of sidedefs that match a selected linedefs state.</summary>
public ICollection<Sidedef> GetSidedefsFromSelectedLinedefs(bool selected)
{
if(selected)
{
List<Sidedef> list = new List<Sidedef>(sel_linedefs.Count);
foreach(Linedef ld in sel_linedefs)
{
if(ld.Front != null) list.Add(ld.Front);
if(ld.Back != null) list.Add(ld.Back);
}
return list;
}
else
{
List<Sidedef> list = new List<Sidedef>(numlinedefs - sel_linedefs.Count);
foreach(Linedef ld in linedefs)
{
if(!ld.Selected && (ld.Front != null)) list.Add(ld.Front);
if(!ld.Selected && (ld.Back != null)) list.Add(ld.Back);
}
return list;
}
}
/// <summary>Returns a collection of sectors that match a selected state.</summary>
public ICollection<Sector> GetSelectedSectors(bool selected)
{
if(selected)
{
return new List<Sector>(sel_sectors);
}
else
{
List<Sector> list = new List<Sector>(numsectors - sel_sectors.Count);
foreach(Sector s in sectors) if(!s.Selected) list.Add(s);
return list;
}
}
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
public void SelectMarkedGeometry(bool mark, bool select)
{
SelectMarkedVertices(mark, select);
SelectMarkedLinedefs(mark, select);
SelectMarkedSectors(mark, select);
SelectMarkedThings(mark, select);
}
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
public void SelectMarkedVertices(bool mark, bool select)
{
foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select;
}
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
public void SelectMarkedLinedefs(bool mark, bool select)
{
foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select;
}
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
public void SelectMarkedSectors(bool mark, bool select)
{
foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select;
}
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
public void SelectMarkedThings(bool mark, bool select)
{
foreach(Thing t in things) if(t.Marked == mark) t.Selected = select;
}
#endregion
#region ================== Selection groups
/// <summary>This selects geometry by selection group index.</summary>
public void SelectVerticesByGroup(int groupmask)
{
foreach(Vertex e in vertices) e.SelectByGroup(groupmask);
}
/// <summary>This selects geometry by selection group index.</summary>
public void SelectLinedefsByGroup(int groupmask)
{
foreach(Linedef e in linedefs) e.SelectByGroup(groupmask);
}
/// <summary>This selects geometry by selection group index.</summary>
public void SelectSectorsByGroup(int groupmask)
{
foreach(Sector e in sectors) e.SelectByGroup(groupmask);
}
/// <summary>This selects geometry by selection group index.</summary>
public void SelectThingsByGroup(int groupmask)
{
foreach(Thing e in things) e.SelectByGroup(groupmask);
}
/// <summary>This adds the current selection to the specified selection group.</summary>
//mxd. switched groupmask to groupindex
public void AddSelectionToGroup(int groupindex)
{
int groupmask = 0x01 << groupindex;
foreach(Vertex e in vertices) if(e.Selected) e.AddToGroup(groupmask);
foreach(Linedef e in linedefs) if(e.Selected) e.AddToGroup(groupmask);
foreach(Sector e in sectors) if(e.Selected) e.AddToGroup(groupmask);
foreach(Thing e in things) if(e.Selected) e.AddToGroup(groupmask);
}
/// <summary>This clears specified selection group.</summary>
//mxd
public void ClearGroup(int groupmask)
{
foreach(Vertex e in vertices) e.RemoveFromGroup(groupmask);
foreach(Linedef e in linedefs) e.RemoveFromGroup(groupmask);
foreach(Sector e in sectors) e.RemoveFromGroup(groupmask);
foreach(Thing e in things) e.RemoveFromGroup(groupmask);
}
//mxd
internal GroupInfo GetGroupInfo(int groupindex)
{
int numSectors = 0;
int numLines = 0;
int numVerts = 0;
int numThings = 0;
int groupmask = 0x01 << groupindex;
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) numVerts++; //mxd
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) numLines++; //mxd
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) numSectors++; //mxd
foreach(Thing e in things) if(e.IsInGroup(groupmask)) numThings++; //mxd
return new GroupInfo(groupindex + 1, numSectors, numLines, numVerts, numThings);
}
//mxd
internal void WriteSelectionGroups(Configuration cfg)
{
// Fill structure
IDictionary groups = new ListDictionary();
for(int i = 0; i < 10; i++)
{
IDictionary group = new ListDictionary();
int groupmask = 0x01 << i;
//store verts
List<string> indices = new List<string>();
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
if(indices.Count > 0) group.Add("vertices", string.Join(" ", indices.ToArray()));
//store linedefs
indices.Clear();
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
if(indices.Count > 0) group.Add("linedefs", string.Join(" ", indices.ToArray()));
//store sectors
indices.Clear();
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
if(indices.Count > 0) group.Add("sectors", string.Join(" ", indices.ToArray()));
//store things
indices.Clear();
foreach(Thing e in things) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
if(indices.Count > 0) group.Add("things", string.Join(" ", indices.ToArray()));
//add to main collection
if(group.Count > 0) groups.Add(i, group);
}
// Write to config
if(groups.Count > 0) cfg.WriteSetting(SELECTION_GROUPS_PATH, groups);
}
//mxd
internal void ReadSelectionGroups(Configuration cfg)
{
IDictionary grouplist = cfg.ReadSetting(SELECTION_GROUPS_PATH, new Hashtable());
foreach(DictionaryEntry mp in grouplist)
{
// Item is a structure?
if(mp.Value is IDictionary)
{
//get group number
int groupnum;
if(!int.TryParse(mp.Key as string, out groupnum)) continue;
int groupmask = 0x01 << General.Clamp(groupnum, 0, 10);
IDictionary groupinfo = (IDictionary)mp.Value;
if(groupinfo.Contains("vertices"))
{
string s = groupinfo["vertices"] as string;
if(!string.IsNullOrEmpty(s))
{
List<int> indices = GetIndices(s);
foreach(int index in indices)
{
if(index > vertices.Length) continue;
vertices[index].AddToGroup(groupmask);
}
}
}
if(groupinfo.Contains("linedefs"))
{
string s = groupinfo["linedefs"] as string;
if(!string.IsNullOrEmpty(s))
{
List<int> indices = GetIndices(s);
foreach(int index in indices)
{
if(index > linedefs.Length) continue;
linedefs[index].AddToGroup(groupmask);
}
}
}
if(groupinfo.Contains("sectors"))
{
string s = groupinfo["sectors"] as string;
if(!string.IsNullOrEmpty(s))
{
List<int> indices = GetIndices(s);
foreach(int index in indices)
{
if(index > sectors.Length) continue;
sectors[index].AddToGroup(groupmask);
}
}
}
if(groupinfo.Contains("things"))
{
string s = groupinfo["things"] as string;
if(!string.IsNullOrEmpty(s))
{
List<int> indices = GetIndices(s);
foreach(int index in indices)
{
if(index > things.Length) continue;
things[index].AddToGroup(groupmask);
}
}
}
}
}
}
//mxd
private static List<int> GetIndices(string input)
{
string[] parts = input.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries);
int index;
List<int> result = new List<int>(parts.Length);
foreach(string part in parts) if(int.TryParse(part, out index)) result.Add(index);
return result;
}
#endregion
#region ================== Marking
/// <summary>This clears all marks on all elements.</summary>
public void ClearAllMarks(bool mark)
{
ClearMarkedVertices(mark);
ClearMarkedThings(mark);
ClearMarkedLinedefs(mark);
ClearMarkedSectors(mark);
ClearMarkedSidedefs(mark);
}
/// <summary>This clears all marks on all vertices.</summary>
public void ClearMarkedVertices(bool mark)
{
foreach(Vertex v in vertices) v.Marked = mark;
}
/// <summary>This clears all marks on all things.</summary>
public void ClearMarkedThings(bool mark)
{
foreach(Thing t in things) t.Marked = mark;
}
/// <summary>This clears all marks on all linedefs.</summary>
public void ClearMarkedLinedefs(bool mark)
{
foreach(Linedef l in linedefs) l.Marked = mark;
}
/// <summary>This clears all marks on all sidedefs.</summary>
public void ClearMarkedSidedefs(bool mark)
{
foreach(Sidedef s in sidedefs) s.Marked = mark;
}
/// <summary>This clears all marks on all sectors.</summary>
public void ClearMarkedSectors(bool mark)
{
foreach(Sector s in sectors) s.Marked = mark;
}
/// <summary>This inverts all marks on all elements.</summary>
public void InvertAllMarks()
{
InvertMarkedVertices();
InvertMarkedThings();
InvertMarkedLinedefs();
InvertMarkedSectors();
InvertMarkedSidedefs();
}
/// <summary>This inverts all marks on all vertices.</summary>
public void InvertMarkedVertices()
{
foreach(Vertex v in vertices) v.Marked = !v.Marked;
}
/// <summary>This inverts all marks on all things.</summary>
public void InvertMarkedThings()
{
foreach(Thing t in things) t.Marked = !t.Marked;
}
/// <summary>This inverts all marks on all linedefs.</summary>
public void InvertMarkedLinedefs()
{
foreach(Linedef l in linedefs) l.Marked = !l.Marked;
}
/// <summary>This inverts all marks on all sidedefs.</summary>
public void InvertMarkedSidedefs()
{
foreach(Sidedef s in sidedefs) s.Marked = !s.Marked;
}
/// <summary>This inverts all marks on all sectors.</summary>
public void InvertMarkedSectors()
{
foreach(Sector s in sectors) s.Marked = !s.Marked;
}
/// <summary>Returns a collection of vertices that match a marked state.</summary>
public List<Vertex> GetMarkedVertices(bool mark)
{
List<Vertex> list = new List<Vertex>(numvertices >> 1);
foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v);
return list;
}
/// <summary>Returns a collection of things that match a marked state.</summary>
public List<Thing> GetMarkedThings(bool mark)
{
List<Thing> list = new List<Thing>(numthings >> 1);
foreach(Thing t in things) if(t.Marked == mark) list.Add(t);
return list;
}
/// <summary>Returns a collection of linedefs that match a marked state.</summary>
public List<Linedef> GetMarkedLinedefs(bool mark)
{
List<Linedef> list = new List<Linedef>(numlinedefs >> 1);
foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l);
return list;
}
/// <summary>Returns a collection of sidedefs that match a marked state.</summary>
public List<Sidedef> GetMarkedSidedefs(bool mark)
{
List<Sidedef> list = new List<Sidedef>(numsidedefs >> 1);
foreach(Sidedef s in sidedefs) if(s.Marked == mark) list.Add(s);
return list;
}
/// <summary>Returns a collection of sectors that match a marked state.</summary>
public List<Sector> GetMarkedSectors(bool mark)
{
List<Sector> list = new List<Sector>(numsectors >> 1);
foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
return list;
}
/// <summary>This marks vertices based on selected vertices.</summary>
public void MarkSelectedVertices(bool selected, bool mark)
{
foreach(Vertex v in sel_vertices) v.Marked = mark;
}
/// <summary>This marks linedefs based on selected linedefs.</summary>
public void MarkSelectedLinedefs(bool selected, bool mark)
{
foreach(Linedef l in sel_linedefs) l.Marked = mark;
}
/// <summary>This marks sectors based on selected sectors.</summary>
public void MarkSelectedSectors(bool selected, bool mark)
{
foreach(Sector s in sel_sectors) s.Marked = mark;
}
/// <summary>This marks things based on selected things.</summary>
public void MarkSelectedThings(bool selected, bool mark)
{
foreach(Thing t in sel_things) t.Marked = mark;
}
/// <summary>
/// This marks the front and back sidedefs on linedefs with the matching mark.
/// </summary>
public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark)
{
foreach(Linedef l in linedefs)
{
if(l.Marked == matchmark)
{
if(l.Front != null) l.Front.Marked = setmark;
if(l.Back != null) l.Back.Marked = setmark;
}
}
}
/// <summary>
/// This marks the sidedefs that make up the sectors with the matching mark.
/// </summary>
public void MarkSidedefsFromSectors(bool matchmark, bool setmark)
{
foreach(Sidedef sd in sidedefs)
{
if(sd.Sector.Marked == matchmark) sd.Marked = setmark;
}
}
/// <summary>
/// Returns a collection of vertices that match a marked state on the linedefs.
/// </summary>
public ICollection<Vertex> GetVerticesFromLinesMarks(bool mark)
{
List<Vertex> list = new List<Vertex>(numvertices >> 1);
foreach(Vertex v in vertices)
{
foreach(Linedef l in v.Linedefs)
{
if(l.Marked == mark)
{
list.Add(v);
break;
}
}
}
return list;
}
/// <summary>
/// Returns a collection of vertices that match a marked state on the linedefs.
/// The difference with GetVerticesFromLinesMarks is that in this method
/// ALL linedefs of a vertex must match the specified marked state.
/// </summary>
public ICollection<Vertex> GetVerticesFromAllLinesMarks(bool mark)
{
List<Vertex> list = new List<Vertex>(numvertices >> 1);
foreach(Vertex v in vertices)
{
bool qualified = true;
foreach(Linedef l in v.Linedefs)
{
if(l.Marked != mark)
{
qualified = false;
break;
}
}
if(qualified) list.Add(v);
}
return list;
}
/// <summary>
/// Returns a collection of vertices that match a marked state on the linedefs.
/// </summary>
public ICollection<Vertex> GetVerticesFromSectorsMarks(bool mark)
{
List<Vertex> list = new List<Vertex>(numvertices >> 1);
foreach(Vertex v in vertices)
{
foreach(Linedef l in v.Linedefs)
{
if(((l.Front != null) && (l.Front.Sector != null) && (l.Front.Sector.Marked == mark)) ||
((l.Back != null) && (l.Back.Sector != null) && (l.Back.Sector.Marked == mark)))
{
list.Add(v);
break;
}
}
}
return list;
}
/// <summary>
/// This marks all selected geometry, including sidedefs from sectors.
/// When sidedefsfromsectors is true, then the sidedefs are marked according to the
/// marked sectors. Otherwise the sidedefs are marked according to the marked linedefs.
/// </summary>
public void MarkAllSelectedGeometry(bool mark, bool linedefsfromvertices, bool verticesfromlinedefs, bool sectorsfromlinedefs, bool sidedefsfromsectors)
{
General.Map.Map.ClearAllMarks(!mark);
// Direct vertices
General.Map.Map.MarkSelectedVertices(true, mark);
// Direct linedefs
General.Map.Map.MarkSelectedLinedefs(true, mark);
// Linedefs from vertices
// We do this before "vertices from lines" because otherwise we get lines marked that we didn't select
if(linedefsfromvertices)
{
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark);
foreach(Linedef l in lines) l.Marked = mark;
}
// Vertices from linedefs
if(verticesfromlinedefs)
{
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(mark);
foreach(Vertex v in verts) v.Marked = mark;
}
// Mark sectors from linedefs (note: this must be the first to mark
// sectors, because this clears the sector marks!)
if(sectorsfromlinedefs)
{
General.Map.Map.ClearMarkedSectors(mark);
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = !mark;
if(l.Back != null) l.Back.Sector.Marked = !mark;
}
}
}
// Direct sectors
General.Map.Map.MarkSelectedSectors(true, mark);
// Direct things
General.Map.Map.MarkSelectedThings(true, mark);
// Sidedefs from linedefs or sectors
if(sidedefsfromsectors)
General.Map.Map.MarkSidedefsFromSectors(true, mark);
else
General.Map.Map.MarkSidedefsFromLinedefs(true, mark);
}
#endregion
#region ================== Indexing
/// <summary>
/// Returns the vertex at the specified index. Returns null when index is out of range. This is an O(1) operation.
/// </summary>
public Vertex GetVertexByIndex(int index)
{
return index < numvertices ? vertices[index] : null;
}
/// <summary>
/// Returns the linedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
/// </summary>
public Linedef GetLinedefByIndex(int index)
{
return index < numlinedefs ? linedefs[index] : null;
}
/// <summary>
/// Returns the sidedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
/// </summary>
public Sidedef GetSidedefByIndex(int index)
{
return index < numsidedefs ? sidedefs[index] : null;
}
/// <summary>
/// Returns the sector at the specified index. Returns null when index is out of range. This is an O(1) operation.
/// </summary>
public Sector GetSectorByIndex(int index)
{
return index < numsectors ? sectors[index] : null;
}
/// <summary>
/// Returns the thing at the specified index. Returns null when index is out of range. This is an O(1) operation.
/// </summary>
public Thing GetThingByIndex(int index)
{
return index < numthings ? things[index] : null;
}
#endregion
#region ================== Areas
/// <summary>This creates an initial, undefined area.</summary>
public static RectangleF CreateEmptyArea()
{
return new RectangleF(float.MaxValue / 2, float.MaxValue / 2, -float.MaxValue, -float.MaxValue);
}
/// <summary>This creates an area from vertices.</summary>
public static RectangleF CreateArea(ICollection<Vertex> verts)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = float.MaxValue;
float t = float.MaxValue;
float r = float.MinValue;
float b = float.MinValue;
// Go for all vertices
foreach(Vertex v in verts)
{
// Adjust boundaries by vertices
if(v.Position.x < l) l = (float)v.Position.x;
if(v.Position.x > r) r = (float)v.Position.x;
if(v.Position.y < t) t = (float)v.Position.y;
if(v.Position.y > b) b = (float)v.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This increases and existing area with the given vertices.</summary>
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vertex> verts)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Vertex v in verts)
{
// Adjust boundaries by vertices
if(v.Position.x < l) l = (float)v.Position.x;
if(v.Position.x > r) r = (float)v.Position.x;
if(v.Position.y < t) t = (float)v.Position.y;
if(v.Position.y > b) b = (float)v.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This increases and existing area with the given things.</summary>
public static RectangleF IncreaseArea(RectangleF area, ICollection<Thing> things)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Thing th in things)
{
// Adjust boundaries by vertices
if(th.Position.x < l) l = (float)th.Position.x;
if(th.Position.x > r) r = (float)th.Position.x;
if(th.Position.y < t) t = (float)th.Position.y;
if(th.Position.y > b) b = (float)th.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This increases and existing area with the given vertices.</summary>
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vector2D> verts)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Vector2D v in verts)
{
// Adjust boundaries by vertices
if(v.x < l) l = (float)v.x;
if(v.x > r) r = (float)v.x;
if(v.y < t) t = (float)v.y;
if(v.y > b) b = (float)v.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This increases and existing area with the given vertex.</summary>
public static RectangleF IncreaseArea(RectangleF area, Vector2D vert)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Adjust boundaries by vertices
if(vert.x < l) l = (float)vert.x;
if(vert.x > r) r = (float)vert.x;
if(vert.y < t) t = (float)vert.y;
if(vert.y > b) b = (float)vert.y;
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This creates an area from linedefs.</summary>
public static RectangleF CreateArea(ICollection<Linedef> lines)
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = float.MaxValue;
float t = float.MaxValue;
float r = float.MinValue;
float b = float.MinValue;
// Go for all linedefs
foreach(Linedef ld in lines)
{
// Adjust boundaries by vertices
if(ld.Start.Position.x < l) l = (float)ld.Start.Position.x;
if(ld.Start.Position.x > r) r = (float)ld.Start.Position.x;
if(ld.Start.Position.y < t) t = (float)ld.Start.Position.y;
if(ld.Start.Position.y > b) b = (float)ld.Start.Position.y;
if(ld.End.Position.x < l) l = (float)ld.End.Position.x;
if(ld.End.Position.x > r) r = (float)ld.End.Position.x;
if(ld.End.Position.y < t) t = (float)ld.End.Position.y;
if(ld.End.Position.y > b) b = (float)ld.End.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This increases and existing area with the given linedefs.</summary>
public static RectangleF IncreaseArea(RectangleF area, ICollection<Linedef> lines) //mxd
{
// Do NOT use double here, otherwise the width and height of the RectangleF will become NaN
float l = area.Left;
float t = area.Top;
float r = area.Right;
float b = area.Bottom;
// Go for all vertices
foreach(Linedef ld in lines)
{
// Adjust boundaries by vertices
if(ld.Start.Position.x < l) l = (float)ld.Start.Position.x;
if(ld.Start.Position.x > r) r = (float)ld.Start.Position.x;
if(ld.Start.Position.y < t) t = (float)ld.Start.Position.y;
if(ld.Start.Position.y > b) b = (float)ld.Start.Position.y;
if(ld.End.Position.x < l) l = (float)ld.End.Position.x;
if(ld.End.Position.x > r) r = (float)ld.End.Position.x;
if(ld.End.Position.y < t) t = (float)ld.End.Position.y;
if(ld.End.Position.y > b) b = (float)ld.End.Position.y;
}
// Return a rect
return new RectangleF(l, t, r - l, b - t);
}
/// <summary>This filters lines by a rectangular area.</summary>
public static HashSet<Linedef> FilterByArea(ICollection<Linedef> lines, ref RectangleF area)
{
HashSet<Linedef> newlines = new HashSet<Linedef>();
// Go for all lines
foreach(Linedef l in lines)
{
// Check the cs field bits
if((GetCSFieldBits(l.Start.Position, area) & GetCSFieldBits(l.End.Position, area)) == 0)
{
// The line could be in the area
newlines.Add(l);
}
}
// Return result
return newlines;
}
/// <summary> This returns the cohen-sutherland field bits for a vector in a rectangle area</summary>
public static int GetCSFieldBits(Vector2D v, RectangleF 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;
}
/// <summary>This filters vertices by a rectangular area.</summary>
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref RectangleF area)
{
ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
// Go for all verts
foreach(Vertex v in verts)
{
// Within rect?
if((v.Position.x < area.Left) || (v.Position.x > area.Right) ||
(v.Position.y < area.Top) || (v.Position.y > area.Bottom)) continue;
// 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 false when the operation failed.
/// </summary>
public bool StitchGeometry() { return StitchGeometry(MergeGeometryMode.CLASSIC); } //mxd. Compatibility
public bool StitchGeometry(MergeGeometryMode mergemode)
{
// Find vertices
HashSet<Vertex> movingverts = new HashSet<Vertex>(General.Map.Map.GetMarkedVertices(true));
HashSet<Vertex> fixedverts = new HashSet<Vertex>(General.Map.Map.GetMarkedVertices(false));
// Find lines that moved during the drag
HashSet<Linedef> movinglines = new HashSet<Linedef>(LinedefsFromMarkedVertices(false, true, true));
// Find all non-moving lines
HashSet<Linedef> fixedlines = new HashSet<Linedef>(LinedefsFromMarkedVertices(true, false, false));
// Determine area in which we are editing
RectangleF editarea = CreateArea(movinglines);
editarea = IncreaseArea(editarea, movingverts);
editarea.Inflate(1.0f, 1.0f);
// Join nearby vertices
BeginAddRemove();
JoinVertices(fixedverts, movingverts, true, STITCH_DISTANCE);
EndAddRemove();
// Update cached values of lines because we need their length/angle
Update(true, false);
BeginAddRemove();
// Split moving lines with unselected vertices
ICollection<Vertex> nearbyfixedverts = FilterByArea(fixedverts, ref editarea);
if (!SplitLinesByVertices(movinglines, nearbyfixedverts, STITCH_DISTANCE, movinglines, mergemode))
{
EndAddRemove(); // Unfreeze arrays before returning
return false;
}
// Split non-moving lines with selected vertices
fixedlines = new HashSet<Linedef>(fixedlines.Where(fixedline => !fixedline.IsDisposed));
fixedlines = FilterByArea(fixedlines, ref editarea);
if (!SplitLinesByVertices(fixedlines, movingverts, STITCH_DISTANCE, movinglines, mergemode))
{
EndAddRemove(); // Unfreeze arrays before returning
return false;
}
//mxd. Split moving lines with fixed lines
if (!SplitLinesByLines(fixedlines, movinglines, mergemode))
{
EndAddRemove(); // Unfreeze arrays before returning
return false;
}
// Remove looped linedefs
RemoveLoopedLinedefs(movinglines);
// Join overlapping lines
if (!JoinOverlappingLines(movinglines))
{
EndAddRemove(); // Unfreeze arrays before returning
return false;
}
//mxd. Remove remaining new verts from dragged shape if possible
if(mergemode == MergeGeometryMode.REPLACE)
{
// Collect verts created by splitting. Can't use GetMarkedVertices here, because we are in the middle of AddRemove
HashSet<Vertex> tocheck = new HashSet<Vertex>();
foreach(Vertex v in vertices)
{
if(v != null && v.Marked && !movingverts.Contains(v)) tocheck.Add(v);
}
// Remove verts, which are not part of initially dragged verts
foreach(Vertex v in tocheck)
{
if(!v.IsDisposed && v.Linedefs.Count == 2)
{
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
ld2.Dispose();
// Trash vertex
v.Dispose();
}
}
}
EndAddRemove();
// Collect changed lines... We need those in by-vertex-index order
// (otherwise SectorBuilder logic in some cases will incorrectly assign sector propertes)
List<Vertex> markedverts = GetMarkedVertices(true);
List<Linedef> changedlines = new List<Linedef>(markedverts.Count / 2);
HashSet<Linedef> changedlineshash = new HashSet<Linedef>();
foreach(Vertex v in markedverts)
{
foreach(Linedef l in v.Linedefs)
{
if(!changedlineshash.Contains(l))
{
changedlines.Add(l);
changedlineshash.Add(l);
}
}
}
//mxd. Correct sector references
if(mergemode != MergeGeometryMode.CLASSIC)
{
// Linedefs cache needs to be up to date...
Update(true, false);
// Fix stuff...
CorrectSectorReferences(changedlines, true);
CorrectOuterSides(new HashSet<Linedef>(changedlines));
// Mark only fully selected sectors
ClearMarkedSectors(false);
HashSet<Sector> changedsectors = GetSectorsFromLinedefs(changedlines);
foreach(Sector s in changedsectors) s.Marked = true;
}
else
{
FlipBackwardLinedefs(changedlines);
}
return true;
}
//mxd. Shameless SLADEMap::correctSectors ripoff... Corrects/builds sectors for all lines in [lines]
private static void CorrectSectorReferences(List<Linedef> lines, bool existing_only)
{
//DebugConsole.Clear();
//DebugConsole.WriteLine("CorrectSectorReferences for " + lines.Count + " lines");
// ano - set a bunch of foreaches to be for()s because they're faster
// Create a list of sidedefs to perform sector creation with
List<LinedefSide> edges = new List<LinedefSide>();
if(existing_only)
{
int lineCount = lines.Count;
for(int i = 0; i < lineCount; i++)
{
Linedef l = lines[i];
// Add only existing sides as edges (or front side if line has none)
if(l.Front != null || l.Back == null)
edges.Add(new LinedefSide(l, true));
if(l.Back != null)
edges.Add(new LinedefSide(l, false));
}
}
else
{
int lineCount = lines.Count;
for (int i = 0; i < lineCount; i++)
{
Linedef l = lines[i];
// Add front side
edges.Add(new LinedefSide(l, true));
// Add back side if there's a sector
if(General.Map.Map.GetSectorByCoordinates(l.GetSidePoint(false)) != null)
edges.Add(new LinedefSide(l, false));
}
}
HashSet<Sidedef> sides_correct = new HashSet<Sidedef>();
int edgeCount = edges.Count;
for (int i = 0; i < edgeCount; i++)
{
LinedefSide ls = edges[i];
if (ls.Front && ls.Line.Front != null)
sides_correct.Add(ls.Line.Front);
else if(!ls.Front && ls.Line.Back != null)
sides_correct.Add(ls.Line.Back);
}
//mxd. Get affected sectors
HashSet<Sector> affectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
affectedsectors.UnionWith(General.Map.Map.GetUnselectedSectorsFromLinedefs(lines));
//mxd. Collect their sidedefs
HashSet<Sidedef> sectorsides = new HashSet<Sidedef>();
foreach(Sector s in affectedsectors) sectorsides.UnionWith(s.Sidedefs);
// Build sectors
SectorBuilder builder = new SectorBuilder();
List<Sector> sectors_reused = new List<Sector>();
for (int i = 0; i < edgeCount; i++)
{
LinedefSide ls = edges[i];
// Skip if edge is ignored
//DebugConsole.WriteLine((ls.Ignore ? "Ignoring line " : "Processing line ") + ls.Line.Index);
if (ls.Ignore) continue;
// Run sector builder on current edge
Stopwatch watch = new Stopwatch();
watch.Start();
if (!builder.TraceSector(ls.Line, ls.Front))
{
//General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms, failed!", watch.ElapsedMilliseconds));
continue; // Don't create sector if trace failed
}
//General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms", watch.ElapsedMilliseconds));
// Find any subsequent edges that were part of the sector created
bool has_existing_lines = false;
bool has_existing_sides = false;
//bool has_zero_sided_lines = false;
bool has_dragged_sides = false; //mxd
List<LinedefSide> edges_in_sector = new List<LinedefSide>();
foreach(LinedefSide edge in builder.SectorEdges)
{
bool line_is_ours = false;
bool side_exists = (edge.Front ? edge.Line.Front != null : edge.Line.Back != null); //mxd
if(side_exists && sectorsides.Contains(edge.Front ? edge.Line.Front : edge.Line.Back))
has_dragged_sides = true; //mxd
for (int k = 0; k < edgeCount; k++)
{
LinedefSide ls2 = edges[k];
if (ls2.Line == edge.Line)
{
line_is_ours = true;
if(ls2.Front == edge.Front)
{
edges_in_sector.Add(ls2);
break;
}
}
}
// ano - so this inner part was already commented out
// so i just put the /* */ around it
/*if(line_is_ours)
{
//if(edge.Line.Front == null && edge.Line.Back == null)
//has_zero_sided_lines = true;
}
else*/
if(!line_is_ours)
{
has_existing_lines = true;
has_existing_sides |= side_exists; //mxd
}
}
// Pasting or moving a two-sided line into an enclosed void should NOT
// create a new sector out of the entire void.
// Heuristic: if the traced sector includes any edges that are NOT
// "ours", and NONE of those edges already exist, that sector must be
// in an enclosed void, and should not be drawn.
// However, if existing_only is false, the caller expects us to create
// new sides anyway; skip this check.
if(existing_only && has_existing_lines && !has_existing_sides && !has_dragged_sides)
continue;
// Ignore traced edges when trying to create any further sectors
foreach(LinedefSide ls3 in edges_in_sector) ls3.Ignore = true;
// Check if sector traced is already valid
if(builder.IsValidSector()) continue;
// Check if we traced over an existing sector (or part of one)
Sector sector = builder.FindExistingSector(sides_correct);
if(sector != null)
{
// Check if it's already been (re)used
bool reused = false;
foreach(Sector s in sectors_reused)
{
if(s == sector)
{
reused = true;
break;
}
}
// If we can reuse the sector, do so
if(!reused)
sectors_reused.Add(sector);
else
sector = null;
}
// Create sector
builder.CreateSector(sector, null);
}
// Remove any sides that weren't part of a sector
for (int i = 0; i < edgeCount; i++)
{
LinedefSide ls = edges[i];
if (ls.Ignore || ls.Line == null) continue;
if (ls.Line.Start == null || ls.Line.End == null)
throw new Exception("ls line is null");
if(ls.Front)
{
if(ls.Line.Front != null)
{
ls.Line.Front.Dispose();
// Update doublesided flag
ls.Line.ApplySidedFlags();
}
}
else
{
if(ls.Line.Back != null)
{
ls.Line.Back.Dispose();
// Update doublesided flag
ls.Line.ApplySidedFlags();
}
}
}
// Check if any lines need to be flipped
FlipBackwardLinedefs(lines);
// Find an adjacent sector to copy properties from
Sector sector_copy = null;
foreach(Linedef l in lines)
{
// Check front sector
Sector sector = (l.Front != null ? l.Front.Sector : null);
if(sector != null && !sector.Marked)
{
// Copy this sector if it isn't newly created
sector_copy = sector;
break;
}
// Check back sector
sector = (l.Back != null ? l.Back.Sector : null);
if(sector != null && !sector.Marked)
{
// Copy this sector if it isn't newly created
sector_copy = sector;
break;
}
}
// Go through newly created sectors
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true); //mxd
foreach(Sector s in newsectors)
{
// Skip if sector already has properties
if(s.CeilTexture != "-" || s.FloorTexture != "-"
|| s.FloorHeight != General.Settings.DefaultFloorHeight
|| s.CeilHeight != General.Settings.DefaultCeilingHeight)
continue;
// Copy from adjacent sector if any
if(sector_copy != null)
{
sector_copy.CopyPropertiesTo(s);
continue;
}
// Otherwise, use defaults from game configuration
s.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
s.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
s.FloorHeight = General.Settings.DefaultFloorHeight;
s.CeilHeight = General.Settings.DefaultCeilingHeight;
s.Brightness = General.Settings.DefaultBrightness;
}
// Update line textures
List<Sidedef> newsides = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef side in newsides)
{
// Clear any unneeded textures
side.RemoveUnneededTextures(side.Other != null, false, true);
// Set middle texture if needed
if(side.MiddleRequired() && side.MiddleTexture == "-")
{
// Find adjacent texture (any)
string tex = GetAdjacentMiddleTexture(side.Line.Start);
if(tex == "-") tex = GetAdjacentMiddleTexture(side.Line.End);
// If no adjacent texture, get default from game configuration
if(tex == "-") tex = General.Settings.DefaultTexture;
// Set texture
side.SetTextureMid(tex);
}
// Update sided flags
side.Line.ApplySidedFlags();
}
// Remove any extra sectors
General.Map.Map.RemoveUnusedSectors(false);
}
//mxd. Try to create outer sidedefs if needed
private static void CorrectOuterSides(HashSet<Linedef> changedlines)
{
HashSet<Linedef> linesmissingfront = new HashSet<Linedef>();
HashSet<Linedef> linesmissingback = new HashSet<Linedef>();
// Collect lines without front/back sides
foreach(Linedef line in changedlines)
{
if(line.Back == null) linesmissingback.Add(line);
if(line.Front == null) linesmissingfront.Add(line);
}
// Anything to do?
if(linesmissingfront.Count == 0 && linesmissingback.Count == 0) return;
// Let's use a blockmap...
RectangleF area = CreateArea(linesmissingfront);
area = IncreaseArea(area, linesmissingback);
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
// Find sectors to join singlesided lines
Dictionary<Linedef, Sector> linefrontsectorref = new Dictionary<Linedef, Sector>();
foreach(Linedef line in linesmissingfront)
{
// Line is now inside a sector?
Sector nearest = FindSectorContaining(blockmap, line);
// We can reattach our line!
if(nearest != null) linefrontsectorref[line] = nearest;
}
Dictionary<Linedef, Sector> linebacksectorref = new Dictionary<Linedef, Sector>();
foreach(Linedef line in linesmissingback)
{
// Line is now inside a sector?
Sector nearest = FindSectorContaining(blockmap, line);
// We can reattach our line!
if(nearest != null) linebacksectorref[line] = nearest;
}
// Check single-sided lines. Add new sidedefs if necessary
// Key is dragged single-sided line, value is a sector dragged line ended up in.
foreach(KeyValuePair<Linedef, Sector> group in linefrontsectorref)
{
Linedef line = group.Key;
// Create new sidedef
Sidedef newside = General.Map.Map.CreateSidedef(line, true, group.Value);
// Copy props from the other side
Sidedef propssource = (line.Front ?? line.Back);
propssource.CopyPropertiesTo(newside);
// Correct the linedef
if((line.Front == null) && (line.Back != null))
{
line.FlipVertices();
line.FlipSidedefs();
}
// Adjust textures
if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true);
if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true);
// Correct the sided flags
line.ApplySidedFlags();
}
foreach(KeyValuePair<Linedef, Sector> group in linebacksectorref)
{
Linedef line = group.Key;
// Create new sidedef
Sidedef newside = General.Map.Map.CreateSidedef(line, false, group.Value);
// Copy props from the other side
Sidedef propssource = (line.Front ?? line.Back);
propssource.CopyPropertiesTo(newside);
// Correct the linedef
if((line.Front == null) && (line.Back != null))
{
line.FlipVertices();
line.FlipSidedefs();
}
// Adjust textures
if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true);
if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true);
// Correct the sided flags
line.ApplySidedFlags();
}
}
//mxd
private static Sector FindSectorContaining(BlockMap<BlockEntry> sectorsmap, Linedef line)
{
HashSet<BlockEntry> blocks = new HashSet<BlockEntry>
{
sectorsmap.GetBlockAt(line.Start.Position),
sectorsmap.GetBlockAt(line.End.Position),
};
foreach(BlockEntry be in blocks)
{
foreach(Sector sector in be.Sectors)
{
// Check if target line is inside the found sector
if(sector.Intersect(line.Start.Position, false) && sector.Intersect(line.End.Position, false))
return sector;
}
}
return null;
}
//mxd
private static string GetAdjacentMiddleTexture(Vertex v)
{
// Go through adjacent lines
foreach(Linedef l in v.Linedefs)
{
if(l.Front != null && l.Front.MiddleTexture != "-") return l.Front.MiddleTexture;
if(l.Back != null && l.Back.MiddleTexture != "-") return l.Back.MiddleTexture;
}
return "-";
}
#endregion
#region ================== Geometry Tools
/// <summary>This removes any virtual sectors in the map and returns the number of sectors removed.</summary>
public int RemoveVirtualSectors()
{
int count = 0;
int index = 0;
// Go for all sectors
while(index < numsectors)
{
// Remove when virtual
if(sectors[index].Fields.ContainsKey(VIRTUAL_SECTOR_FIELD))
{
sectors[index].Dispose();
count++;
}
else
{
index++;
}
}
return count;
}
/// <summary>This removes unused sectors and returns the number of removed sectors.</summary>
public int RemoveUnusedSectors(bool reportwarnings)
{
int count = 0;
int index = numsectors - 1;
// Go for all sectors
while(index >= 0)
{
// Remove when unused
if(sectors[index].Sidedefs.Count == 0)
{
if(reportwarnings)
General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed.");
sectors[index].Dispose();
count++;
}
index--;
}
return count;
}
/// <summary>This joins overlapping lines together. Returns false when the operation failed.</summary>
public static bool JoinOverlappingLines(ICollection<Linedef> lines)
{
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)
{
//mxd. The same line?
if(l1.Index == l2.Index) continue;
// Sharing vertices?
if(l1.End == l2.End || l1.End == l2.Start)
{
bool oppositedirection = (l1.End == l2.Start);
bool l2marked = l2.Marked;
// Merge these two linedefs
while(lines.Remove(l2));
if(!l2.Join(l1)) return false;
// If l2 was marked as new geometry, we have to make sure
// that l1's FrontInterior is correct for the drawing procedure
if(l2marked)
{
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
}
// If l1 is marked as new geometry, we may need to flip it to preserve
// orientation of the original geometry, and update its FrontInterior
else if(l1.Marked)
{
if(oppositedirection)
{
l1.FlipVertices(); // This also flips FrontInterior
l1.FlipSidedefs();
}
}
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)
{
//mxd. The same line?
if(l1.Index == l2.Index) continue;
// Sharing vertices?
if(l1.Start == l2.End || l1.Start == l2.Start)
{
bool oppositedirection = (l1.Start == l2.End);
bool l2marked = l2.Marked;
// Merge these two linedefs
while(lines.Remove(l2));
if(!l2.Join(l1)) return false;
// If l2 was marked as new geometry, we have to make sure
// that l1's FrontInterior is correct for the drawing procedure
if(l2marked)
{
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
}
// If l1 is marked as new geometry, we may need to flip it to preserve
// orientation of the original geometry, and update its FrontInterior
else if(l1.Marked)
{
if(oppositedirection)
{
l1.FlipVertices(); // This also flips FrontInterior
l1.FlipSidedefs();
}
}
joined = true;
break;
}
}
// Will have to restart when joined
if(joined) break;
}
}
while(joined);
// Return result
return true;
}
/// <summary>This removes looped linedefs (linedefs which reference the same vertex for
/// start and end) and returns the number of linedefs removed.</summary>
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 (mxd. Or if both verts are null)
if(l.Start == l.End || l.Start.Position == l.End.Position)
{
// Remove this line
while(lines.Remove(l));
l.Dispose();
linesremoved++;
removedline = true;
break;
}
}
}
while(removedline);
// Return result
return linesremoved;
}
/// <summary>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.</summary>
public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
{
float joindist2 = joindist * joindist;
int joinsdone = 0;
bool joined;
do
{
//mxd. Create blockmap
ICollection<Vertex> biggerset, smallerset;
bool keepsmaller;
if(set1.Count > set2.Count)
{
biggerset = set1;
smallerset = set2;
keepsmaller = !keepsecond;
}
else
{
biggerset = set2;
smallerset = set1;
keepsmaller = keepsecond;
}
RectangleF area = CreateArea(biggerset);
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddVerticesSet(biggerset);
// No joins yet
joined = false;
// Go for all vertices in the smaller set
foreach(Vertex v1 in smallerset)
{
HashSet<BlockEntry> blocks = new HashSet<BlockEntry>
{
blockmap.GetBlockAt(v1.Position),
blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y + joindist)),
blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y - joindist)),
blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y + joindist)),
blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y - joindist))
};
foreach(BlockEntry be in blocks)
{
if(be == null) continue;
foreach(Vertex v2 in be.Vertices)
{
// 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(keepsmaller)
{
// Join the first into the second
// Second is kept, first is removed
v1.Join(v2);
biggerset.Remove(v1);
smallerset.Remove(v1);
}
else
{
// Join the second into the first
// First is kept, second is removed
v2.Join(v1);
biggerset.Remove(v2);
smallerset.Remove(v2);
}
// Count the join
joinsdone++;
joined = true;
break;
}
}
}
}
// Will have to restart when joined
if(joined) break;
}
}
while(joined);
// Return result
return joinsdone;
}
/// <summary>This joins nearby vertices in the same collection </summary>
public static int JoinVertices(List<Vertex> set, 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
for(int i = 0; i < set.Count - 1; i++)
{
for(int c = i + 1; c < set.Count; c++)
{
Vertex v1 = set[i];
Vertex v2 = set[c];
// Check if vertices are close enough
if(v1.DistanceToSq(v2.Position) <= joindist2)
{
// Check if not the same vertex
if(v1.Index != v2.Index)
{
// Move the second vertex to match the first
v2.Move(v1.Position);
// Join the second into the first
v2.Join(v1);
set.Remove(v2);
// Count the join
joinsdone++;
joined = true;
break;
}
}
}
}
} while(joined);
// Return result
return joinsdone;
}
/// <summary>This corrects lines that have a back sidedef but no front sidedef by flipping them. Returns the number of flips made.</summary>
public static int FlipBackwardLinedefs(ICollection<Linedef> lines)
{
int flipsdone = 0;
// Examine all lines
foreach(Linedef l in lines)
{
// Back side but no front side?
if((l.Back != null) && (l.Front == null))
{
// Flip that linedef!
l.FlipVertices();
l.FlipSidedefs();
flipsdone++;
}
}
// Return result
return flipsdone;
}
/// <summary>This splits the given lines with the given vertices. All affected lines
/// will be added to changedlines. Returns false when the operation failed.</summary>
public static bool SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines) { return SplitLinesByVertices(lines, verts, splitdist, changedlines, MergeGeometryMode.CLASSIC); }
public static bool SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines, MergeGeometryMode mergemode)
{
if(verts.Count == 0 || lines.Count == 0) return true; //mxd
float splitdist2 = splitdist * splitdist;
//mxd. Create blockmap
RectangleF area = CreateArea(lines);
IncreaseArea(area, verts);
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddVerticesSet(verts);
blockmap.AddLinedefsSet(lines);
int bmWidth = blockmap.Size.Width;
int bmHeight = blockmap.Size.Height;
BlockEntry[,] bmap = blockmap.Map;
//mxd
HashSet<Vertex> splitverts = new HashSet<Vertex>();
HashSet<Sector> changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet<Sector>());
HashSet<Vertex> lineverts = new HashSet<Vertex>();
foreach(Linedef l in lines)
{
lineverts.Add(l.Start);
lineverts.Add(l.End);
}
foreach (Vertex v in verts)
{
HashSet<BlockEntry> blocks;
// If a vertex is in the very bottom left of it's block, and a linedef passes through the vertex it can
// happen (depending on the linedef's direction) that the vertex and the linedef are not in the same
// block. This will cause the linedef to not be split correctly. The prevent this we'll get all blocks
// surrounding the vertex, since the linedef will definitely be in at least one of them. Otherwise
// just take the block the vertex is in.
if ((blockmap.Range.Left - (int)v.Position.x) % blockmap.BlockSize == 0 && (blockmap.Range.Bottom - (int)v.Position.y) % blockmap.BlockSize == 0)
{
blocks = blockmap.GetSquareRange(v.Position.x - 1, v.Position.y - 1, 2, 2);
}
else
{
blocks = new HashSet<BlockEntry>() { blockmap.GetBlockAt(v.Position) };
}
foreach (BlockEntry be in blocks)
{
if (be == null) continue;
for (int i = 0; i < be.Lines.Count; i++)
{
Linedef l = be.Lines[i];
// Check if v is close enough to l for splitting
if (l.DistanceToSq(v.Position, true) <= splitdist2)
{
// Line is not already referencing v?
Vector2D deltastart = l.Start.Position - v.Position;
Vector2D deltaend = l.End.Position - v.Position;
if (((Math.Abs(deltastart.x) > 0.001) || (Math.Abs(deltastart.y) > 0.001)) &&
((Math.Abs(deltaend.x) > 0.001) || (Math.Abs(deltaend.y) > 0.001)))
{
// Split line l with vertex v
Linedef nl = l.Split(v);
if (nl == null) return false;
v.Marked = true; //mxd
splitverts.Add(v); //mxd
// Add the new line to the list
lines.Add(nl);
blockmap.AddLinedef(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);
changedlines.Add(nl);
}
}
}
}
}
}
//mxd. Remove lines, which are inside affected sectors
if(mergemode == MergeGeometryMode.REPLACE && changedsectors.Count > 0)
{
HashSet<Linedef> alllines = new HashSet<Linedef>(lines);
if(changedlines != null) alllines.UnionWith(changedlines);
foreach(Linedef l in alllines) l.UpdateCache();
foreach(Sector s in changedsectors) s.UpdateBBox();
foreach(Linedef l in alllines)
{
// Remove line when it's start, center and end are inside a changed sector and neither side references it
if(l.Start != null && l.End != null &&
(l.Front == null || !changedsectors.Contains(l.Front.Sector)) &&
(l.Back == null || !changedsectors.Contains(l.Back.Sector)))
{
foreach(Sector s in changedsectors)
{
if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
{
Vertex[] tocheck = { l.Start, l.End };
while(lines.Remove(l));
if(changedlines != null) while(changedlines.Remove(l));
l.Dispose();
foreach(Vertex v in tocheck)
{
// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
{
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
if(!ld1.Marked && !ld2.Marked)
{
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
while(lines.Remove(ld2));
if(changedlines != null) while(changedlines.Remove(ld2));
ld2.Dispose();
// Trash vertex
v.Dispose();
}
}
}
break;
}
}
}
}
}
// [ZZ] note: disposing a vertex means also disposing all attached linedefs!
// we need to iterate through our lines collection and make sure no disposed linedefs exist there.
// also, just in case, do it for vertices as well, because vertices can be chain-disposed.
foreach (Linedef line in lines.Where(line => line.IsDisposed).ToList())
while (lines.Remove(line));
foreach (Vertex vert in verts.Where(vert => vert.IsDisposed).ToList())
while (verts.Remove(vert));
return true;
}
/// <summary>Splits lines by lines. Adds new lines to the second collection. Returns false when the operation failed.</summary>
public static bool SplitLinesByLines(ICollection<Linedef> lines, HashSet<Linedef> changedlines, MergeGeometryMode mergemode) //mxd
{
if(lines.Count == 0 || changedlines.Count == 0 || mergemode == MergeGeometryMode.CLASSIC) return true;
// Create blockmap
HashSet<Vertex> verts = new HashSet<Vertex>(); //mxd
foreach(Linedef l in lines)
{
verts.Add(l.Start);
verts.Add(l.End);
}
foreach(Linedef l in changedlines)
{
verts.Add(l.Start);
verts.Add(l.End);
}
RectangleF area = RectangleF.Union(CreateArea(lines), CreateArea(changedlines));
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(lines);
blockmap.AddLinedefsSet(changedlines);
blockmap.AddVerticesSet(verts); //mxd
int bmWidth = blockmap.Size.Width;
int bmHeight = blockmap.Size.Height;
BlockEntry[,] bmap = blockmap.Map;
//mxd
HashSet<Vertex> splitverts = new HashSet<Vertex>();
HashSet<Sector> changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet<Sector>());
// Check for intersections
for(int w = 0; w < bmWidth; w++)
{
for(int h = 0; h < bmHeight; h++)
{
BlockEntry block = bmap[w, h];
if(block.Lines.Count == 0) continue;
for(int i = 0; i < block.Lines.Count; i++)
{
Linedef l1 = block.Lines[i];
for(int c = 0; c < block.Lines.Count; c++)
{
if(i == c) continue;
Linedef l2 = block.Lines[c];
if(l1 == l2
|| l1.Start.Position == l2.Start.Position
|| l1.Start.Position == l2.End.Position
|| l1.End.Position == l2.Start.Position
|| l1.End.Position == l2.End.Position) continue;
// Check for intersection
Vector2D intersection = Line2D.GetIntersectionPoint(new Line2D(l1), new Line2D(l2), true);
if(!double.IsNaN(intersection.x))
{
//mxd. Round to map format precision
intersection.x = Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals);
intersection.y = Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals);
//mxd. Skip when intersection matches start/end position.
// Otherwise infinite ammount of 0-length lines will be created...
if( l1.Start.Position == intersection || l1.End.Position == intersection ||
l2.Start.Position == intersection || l2.End.Position == intersection) continue;
//mxd. Do we already have a vertex here?
bool existingvert = false;
Vertex splitvertex = null;
foreach(Vertex v in block.Vertices)
{
if(v.Position == intersection)
{
splitvertex = v;
existingvert = true;
break;
}
}
//mxd. Create split vertex?
if(splitvertex == null) splitvertex = General.Map.Map.CreateVertex(intersection);
if(splitvertex == null) return false;
// Split both lines
Linedef nl1 = l1.Split(splitvertex);
if(nl1 == null) return false;
Linedef nl2 = l2.Split(splitvertex);
if(nl2 == null) return false;
// Mark split vertex?
if(!existingvert)
{
splitvertex.Marked = true;
splitverts.Add(splitvertex); //mxd
}
// Add to the second collection
changedlines.Add(nl1);
changedlines.Add(nl2);
// And to the block entry
blockmap.AddLinedef(nl1);
blockmap.AddLinedef(nl2);
}
}
}
}
}
//mxd. Remove lines, which are inside affected sectors
if(mergemode == MergeGeometryMode.REPLACE)
{
HashSet<Linedef> alllines = new HashSet<Linedef>(lines);
alllines.UnionWith(changedlines);
foreach(Linedef l in alllines) l.UpdateCache();
foreach(Sector s in changedsectors) s.UpdateBBox();
foreach(Linedef l in alllines)
{
// Remove line when it's start, center and end are inside a changed sector and neither side references it
if(l.Start != null && l.End != null
&& (l.Front == null || !changedsectors.Contains(l.Front.Sector))
&& (l.Back == null || !changedsectors.Contains(l.Back.Sector)))
{
foreach(Sector s in changedsectors)
{
if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
{
Vertex[] tocheck = { l.Start, l.End };
l.Dispose();
foreach(Vertex v in tocheck)
{
// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
{
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
ld2.Dispose();
// Trash vertex
v.Dispose();
}
}
break;
}
}
}
}
}
return true;
}
/// <summary>This finds the side closest to the specified position.</summary>
public static Sidedef NearestSidedef(ICollection<Sidedef> selection, Vector2D pos)
{
Sidedef closest = null;
double distance = double.MaxValue;
// Go for all sidedefs in selection
foreach(Sidedef sd in selection)
{
// Calculate distance and check if closer than previous find
double d = sd.Line.SafeDistanceToSq(pos, true);
if(d == distance)
{
// Same distance, so only pick the one that is on the right side of the line
double side = sd.Line.SideOfLine(pos);
if(((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront))
{
closest = sd;
distance = d;
}
}
else if(d < distance)
{
// This one is closer
closest = sd;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the line closest to the specified position.</summary>
public static Linedef NearestLinedef(BlockMap<BlockEntry> selectionmap, Vector2D pos) //mxd
{
Linedef closest = null;
double distance = double.MaxValue;
Point p = selectionmap.GetBlockCoordinates(pos);
int minx = p.X;
int maxx = p.X;
int miny = p.Y;
int maxy = p.Y;
int step = 0;
// Check square block ranges around pos...
while(true)
{
bool noblocksfound = true;
for(int x = minx; x < maxx + 1; x++)
{
for(int y = miny; y < maxy + 1; y++)
{
// Skip inner blocks...
if(x > minx && x < maxx && y > miny && y < maxy) continue;
if(!selectionmap.IsInRange(new Point(x, y))) continue;
// Go for all linedefs in block
BlockEntry be = selectionmap.Map[x, y];
foreach(Linedef l in be.Lines)
{
// Calculate distance and check if closer than previous find
double d = l.SafeDistanceToSq(pos, true);
if(d < distance)
{
// This one is closer
closest = l;
distance = d;
}
}
noblocksfound = false;
}
}
// Abort if line was found or when outside of blockmap range...
// Check at least 3x3 blocks, because there's a possibility that a line closer to pos exists in a nearby block than in the first block
if(noblocksfound || (closest != null && step > 0)) return closest;
// Increase search range...
minx--;
maxx++;
miny--;
maxy++;
step++;
}
}
/// <summary>This finds the line closest to the specified position.</summary>
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
{
Linedef closest = null;
double distance = double.MaxValue;
// Go for all linedefs in selection
foreach(Linedef l in selection)
{
// Calculate distance and check if closer than previous find
double d = l.SafeDistanceToSq(pos, true);
if(d < distance)
{
// This one is closer
closest = l;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the line closest to the specified position.</summary>
public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, double maxrange)
{
Linedef closest = null;
double distance = float.MaxValue;
double maxrangesq = maxrange * maxrange;
// Go for all linedefs in selection
foreach(Linedef l in selection)
{
// Calculate distance and check if closer than previous find
double d = l.SafeDistanceToSq(pos, true);
if(d < distance && d <= maxrangesq)
{
// This one is closer
closest = l;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the line closest to the specified position.</summary>
public static Linedef NearestLinedefRange(BlockMap<BlockEntry> selectionmap, Vector2D pos, double maxrange) //mxd
{
if (selectionmap == null)
return null;
Linedef closest = null;
double distance = double.MaxValue;
double maxrangesq = maxrange * maxrange;
HashSet<Linedef> processed = new HashSet<Linedef>();
HashSet<BlockEntry> blocks;
// If the max range is lower or equal to the blockmap's block size we can take a shortcut got the the possible blocks.
// Otherwise get an rectangular range of blocks. This happens when maxrange is computed from low zoom levels
if (maxrange <= selectionmap.BlockSize)
{
blocks = new HashSet<BlockEntry>
{
selectionmap.GetBlockAt(pos),
selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y + maxrange)),
selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y - maxrange)),
selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y + maxrange)),
selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y - maxrange))
};
}
else
{
blocks = selectionmap.GetSquareRange(pos.x - maxrange, pos.y - maxrange, maxrange * 2, maxrange * 2);
}
foreach(BlockEntry be in blocks)
{
if(be == null) continue;
foreach(Linedef l in be.Lines)
{
if(processed.Contains(l)) continue;
// Calculate distance and check if closer than previous find
double d = l.SafeDistanceToSq(pos, true);
if(d < distance && d <= maxrangesq)
{
// This one is closer
closest = l;
distance = d;
}
processed.Add(l);
}
}
// Return result
return closest;
}
/// <summary>mxd. This finds the line closest to the specified position excluding given list of linedefs.</summary>
public Linedef NearestLinedef(Vector2D pos, HashSet<Linedef> linesToExclude)
{
Linedef closest = null;
double distance = double.MaxValue;
// Go for all linedefs in selection
foreach(Linedef l in linedefs)
{
if(linesToExclude.Contains(l)) continue;
// Calculate distance and check if closer than previous find
double d = l.SafeDistanceToSq(pos, true);
if(d < distance)
{
// This one is closer
closest = l;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the vertex closest to the specified position.</summary>
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
{
Vertex closest = null;
double distance = double.MaxValue;
// Go for all vertices in selection
foreach(Vertex v in selection)
{
// Calculate distance and check if closer than previous find
double d = v.DistanceToSq(pos);
if(d < distance)
{
// This one is closer
closest = v;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the thing closest to the specified position.</summary>
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
{
Thing closest = null;
double distance = double.MaxValue;
// Go for all things in selection
foreach(Thing t in selection)
{
// Calculate distance and check if closer than previous find
double d = t.DistanceToSq(pos);
if(d < distance)
{
// This one is closer
closest = t;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>mxd. This finds the thing closest to the specified thing.</summary>
public static Thing NearestThing(ICollection<Thing> selection, Thing thing)
{
Thing closest = null;
double distance = double.MaxValue;
// Go for all things in selection
foreach(Thing t in selection)
{
if(t == thing) continue;
// Calculate distance and check if closer than previous find
double d = t.DistanceToSq(thing.Position);
if(d < distance)
{
// This one is closer
closest = t;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the vertex closest to the specified position.</summary>
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, double maxrange)
{
RectangleF range = RectangleF.FromLTRB((float)(pos.x - maxrange), (float)(pos.y - maxrange), (float)(pos.x + maxrange), (float)(pos.y + maxrange));
Vertex closest = null;
double distance = double.MaxValue;
// Go for all vertices in selection
foreach(Vertex v in selection)
{
double px = v.Position.x;
double py = v.Position.y;
//mxd. Within range?
if((v.Position.x < range.Left) || (v.Position.x > range.Right)
|| (v.Position.y < range.Top) || (v.Position.y > range.Bottom))
continue;
// Close than previous find?
double d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
if(d < distance)
{
// This one is closer
closest = v;
distance = d;
}
}
// Return result
return closest;
}
/// <summary>This finds the thing closest to the specified position.</summary>
public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, double maxrange)
{
RectangleF range = RectangleF.FromLTRB((float)(pos.x - maxrange), (float)(pos.y - maxrange), (float)(pos.x + maxrange), (float)(pos.y + maxrange));
Thing closest = null;
double distance = double.MaxValue;
double size = double.MaxValue; //mxd
// Go for all things in selection
foreach(Thing t in selection)
{
double px = t.Position.x;
double py = t.Position.y;
//mxd. Determine displayed size
double ts;
if(t.FixedSize && General.Map.Renderer2D.Scale > 1.0f)
ts = t.Size / General.Map.Renderer2D.Scale;
else if(General.Settings.FixedThingsScale && t.Size * General.Map.Renderer2D.Scale > Renderer2D.FIXED_THING_SIZE)
ts = Renderer2D.FIXED_THING_SIZE / General.Map.Renderer2D.Scale;
else
ts = t.Size;
//mxd. Within range?
if(px < range.Left - ts || px > range.Right + ts || py < range.Top - ts || py > range.Bottom + ts) continue;
// Closer than previous find? mxd. Or smaller when distance is the same?
double d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
if(d < distance || (d == distance && ts < size))
{
// This one is closer
closest = t;
distance = d;
size = ts; //mxd
}
}
// Return result
return closest;
}
#endregion
#region ================== Tools
/// <summary>This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.</summary>
public void SnapAllToAccuracy()
{
SnapAllToAccuracy(true);
}
/// <summary>This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.</summary>
public void SnapAllToAccuracy(bool usepreciseposition)
{
foreach(Vertex v in vertices) v.SnapToAccuracy(usepreciseposition);
foreach(Thing t in things) t.SnapToAccuracy(usepreciseposition);
}
/// <summary>This returns the next unused tag number.</summary>
public int GetNewTag()
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
ForAllTags(NewTagHandler, false, usedtags);
ForAllTags(NewTagHandler, true, usedtags);
// Now find the first unused index
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
if(!usedtags.ContainsKey(i)) return i;
// All tags used!
return 0;
}
//mxd
/// <summary>This returns the next unused tag number.</summary>
public int GetNewTag(List<int> moreusedtags)
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
foreach(int t in moreusedtags) if(!usedtags.ContainsKey(t)) usedtags.Add(t, true);
ForAllTags(NewTagHandler, false, usedtags);
ForAllTags(NewTagHandler, true, usedtags);
// Now find the first unused index
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
if(!usedtags.ContainsKey(i)) return i;
// All tags used!
return 0;
}
//mxd
/// <summary>This returns the tag number, which is not used by any map element of given type. This method doesn't check action arguments!</summary>
public int GetNewTag(UniversalType elementType)
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
switch(elementType)
{
case UniversalType.ThingTag:
for(int i = 0; i < things.Length; i++)
{
if(things[i].Tag > 0 && !usedtags.ContainsKey(things[i].Tag))
usedtags.Add(things[i].Tag, false);
}
break;
case UniversalType.LinedefTag:
for(int i = 0; i < linedefs.Length; i++)
{
foreach(int tag in linedefs[i].Tags)
{
if(tag == 0) continue;
if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false);
}
}
break;
case UniversalType.SectorTag:
for(int i = 0; i < sectors.Length; i++)
{
foreach(int tag in sectors[i].Tags)
{
if(tag == 0) continue;
if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false);
}
}
break;
}
// Now find the first unused index
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
if(!usedtags.ContainsKey(i)) return i;
// All tags used!
return 0;
}
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
public int GetNewTag(bool marked)
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
ForAllTags(NewTagHandler, marked, usedtags);
// Now find the first unused index
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
if(!usedtags.ContainsKey(i)) return i;
// All tags used!
return 0;
}
/// <summary>This returns the next unused tag number.</summary>
public List<int> GetMultipleNewTags(int count)
{
List<int> newtags = new List<int>(count);
if(count > 0)
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
ForAllTags(NewTagHandler, false, usedtags);
ForAllTags(NewTagHandler, true, usedtags);
// Find unused tags and add them
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
{
if(!usedtags.ContainsKey(i))
{
newtags.Add(i);
if(newtags.Count == count) break;
}
}
}
return newtags;
}
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
public List<int> GetMultipleNewTags(int count, bool marked)
{
List<int> newtags = new List<int>(count);
if(count > 0)
{
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
ForAllTags(NewTagHandler, marked, usedtags);
// Find unused tags and add them
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
{
if(!usedtags.ContainsKey(i))
{
newtags.Add(i);
if(newtags.Count == count) break;
}
}
}
return newtags;
}
// Handler for finding a new tag
private static void NewTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, bool> usedtags)
{
usedtags[value] = true;
}
/// <summary>This calls a function for all tag fields in the marked or unmarked geometry. The obj parameter can be anything you wish to pass on to your TagHandler function.</summary>
public void ForAllTags<T>(TagHandler<T> handler, bool marked, T obj)
{
// Call handler on sectors tags
foreach(Sector s in sectors)
{
if(s.Marked == marked)
{
//mxd. Multiple tags support...
bool changed = false;
// Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes
List<int> tags = new List<int>(s.Tags);
for(int i = 0; i < tags.Count; i++)
{
int tag = tags[i];
handler(s, false, UniversalType.SectorTag, ref tag, obj);
if(tag != tags[i])
{
tags[i] = tag;
changed = true;
}
}
if(changed) s.Tags = tags.Distinct().ToList();
}
}
// Call handler on things tags
if(General.Map.FormatInterface.HasThingTag)
{
foreach(Thing t in things)
{
if(t.Marked == marked)
{
int tag = t.Tag;
handler(t, false, UniversalType.ThingTag, ref tag, obj);
if(tag != t.Tag) t.Tag = tag;
}
}
}
// Call handler on things action
if(General.Map.FormatInterface.HasThingAction && General.Map.FormatInterface.HasActionArgs)
{
foreach(Thing t in things)
{
if(t.Marked == marked)
{
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(t.Action);
for(int i = 0; i < info.Args.Length; i++)
{
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
{
int tag = t.Args[i];
handler(t, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
if(tag != t.Args[i]) t.Args[i] = tag;
}
}
}
}
}
// Call handler on linedefs tags
if(General.Map.FormatInterface.HasLinedefTag)
{
foreach(Linedef l in linedefs)
{
if(l.Marked == marked)
{
//mxd. Multiple tags support...
bool changed = false;
// Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes
List<int> tags = new List<int>(l.Tags);
for(int i = 0; i < tags.Count; i++)
{
int tag = tags[i];
handler(l, false, UniversalType.LinedefTag, ref tag, obj);
if(tag != tags[i])
{
tags[i] = tag;
changed = true;
}
}
if(changed) l.Tags = tags.Distinct().ToList();
}
}
}
// Call handler on linedefs action
if(General.Map.FormatInterface.HasActionArgs)
{
foreach(Linedef l in linedefs)
{
if(l.Marked == marked)
{
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(l.Action);
for(int i = 0; i < info.Args.Length; i++)
{
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
{
int tag = l.Args[i];
handler(l, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
if(tag != l.Args[i]) l.Args[i] = tag;
}
}
}
}
}
}
// This checks if the given action argument type is a tag type
private static bool CheckIsTagType(int argtype)
{
return (argtype == (int)UniversalType.LinedefTag) ||
(argtype == (int)UniversalType.SectorTag) ||
(argtype == (int)UniversalType.ThingTag);
}
/// <summary>This makes a list of lines related to marked vertices.
/// A line is unstable when one vertex is marked and the other isn't.</summary>
public List<Linedef> LinedefsFromMarkedVertices(bool includeunmarked, bool includestable, bool includeunstable)
{
List<Linedef> list = new List<Linedef>((numlinedefs / 2) + 1);
// Go for all lines
foreach(Linedef l in linedefs)
{
// Check if this is to be included
if((includestable && (l.Start.Marked && l.End.Marked)) ||
(includeunstable && (l.Start.Marked ^ l.End.Marked)) ||
(includeunmarked && (!l.Start.Marked && !l.End.Marked)))
{
// Add to list
list.Add(l);
}
}
// Return result
return list;
}
/// <summary>This makes a list of unstable lines from the given vertices.
/// A line is unstable when one vertex is selected and the other isn't.</summary>
public static ICollection<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
{
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
// Go for all vertices
foreach(Vertex v in verts)
{
// Go for all lines
foreach(Linedef l in v.Linedefs)
{
// If the line exists in the list
if(lines.ContainsKey(l))
{
// Remove it
lines.Remove(l);
}
// Otherwise add it
else
{
// Add the line
lines.Add(l, l);
}
}
}
// Return result
return new List<Linedef>(lines.Values);
}
//mxd
/// <summary>This returns a sector if given coordinates are inside one.</summary>
public Sector GetSectorByCoordinates(Vector2D pos)
{
foreach(Sector s in sectors)
{
if(s.Intersect(pos)) return s;
}
return null;
}
//mxd
/// <summary>This returns a sector if given coordinates are inside one.</summary>
public Sector GetSectorByCoordinates(Vector2D pos, VisualBlockMap blockmap)
{
return blockmap.GetSectorAt(pos);
}
//mxd
/// <summary>Gets unselected sectors, which have all their linedefs selected</summary>
public HashSet<Sector> GetUnselectedSectorsFromLinedefs(IEnumerable<Linedef> lines)
{
HashSet<Sector> result = new HashSet<Sector>();
Dictionary<Sector, HashSet<Sidedef>> sectorsbysides = new Dictionary<Sector, HashSet<Sidedef>>();
HashSet<Sector> selectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
// Collect unselected sectors, which sidedefs belong to selected lines
foreach(Linedef line in lines)
{
if(line.Front != null && line.Front.Sector != null && !selectedsectors.Contains(line.Front.Sector))
{
if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet<Sidedef>());
sectorsbysides[line.Front.Sector].Add(line.Front);
}
if(line.Back != null && line.Back.Sector != null && !selectedsectors.Contains(line.Back.Sector))
{
if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet<Sidedef>());
sectorsbysides[line.Back.Sector].Add(line.Back);
}
}
// Add sectors, which have all their lines selected
foreach(var group in sectorsbysides)
{
if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key);
}
return result;
}
//mxd
/// <summary>Gets sectors, which have all their linedefs selected</summary>
public HashSet<Sector> GetSectorsFromLinedefs(IEnumerable<Linedef> lines)
{
HashSet<Sector> result = new HashSet<Sector>();
Dictionary<Sector, HashSet<Sidedef>> sectorsbysides = new Dictionary<Sector, HashSet<Sidedef>>();
// Collect unselected sectors, which sidedefs belong to selected lines
foreach(Linedef line in lines)
{
if (line.Front != null && line.Front.Sector != null)
{
if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet<Sidedef>());
sectorsbysides[line.Front.Sector].Add(line.Front);
}
if (line.Back != null && line.Back.Sector != null)
{
if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet<Sidedef>());
sectorsbysides[line.Back.Sector].Add(line.Back);
}
}
// Add sectors, which have all their lines selected
foreach(var group in sectorsbysides)
{
if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key);
}
return result;
}
/// <summary>This finds the line closest to the specified position.</summary>
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
/// <summary>This finds the line closest to the specified position.</summary>
public Linedef NearestLinedefRange(Vector2D pos, double maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
/// <summary>This finds the vertex closest to the specified position.</summary>
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
/// <summary>This finds the vertex closest to the specified position.</summary>
public Vertex NearestVertexSquareRange(Vector2D pos, double maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
/// <summary>This finds the thing closest to the specified position.</summary>
public Thing NearestThingSquareRange(Vector2D pos, double maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
/// <summary>This finds the closest unselected linedef that is not connected to the given vertex.</summary>
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, double maxrange, Vertex v, out double distance)
{
Linedef closest = null;
distance = double.MaxValue;
double maxrangesq = maxrange * maxrange;
// Go for all linedefs in selection
foreach(Linedef l in linedefs)
{
// Calculate distance and check if closer than previous find
double 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
// Note: Only use this for saving, because this messes up the expected data structure horribly.
internal void CompressSidedefs()
{
Dictionary<uint, List<Sidedef>> storedsides = new Dictionary<uint, List<Sidedef>>(numsidedefs);
int originalsidescount = numsidedefs;
long starttime = Clock.CurrentTime;
BeginAddRemove();
int sn = 0;
while(sn < numsidedefs)
{
Sidedef stored = null;
Sidedef snsd = sidedefs[sn];
//mxd. Skip sidedef if it belongs to a linedef with an action or tag?
if(!General.Map.Config.SidedefCompressionIgnoresAction && (snsd.Line.Action != 0 || snsd.Line.Tag != 0))
{
// Next!
sn++;
continue;
}
// Check if checksum is stored
bool samesidedef = false;
uint checksum = snsd.GetChecksum();
bool checksumstored = storedsides.ContainsKey(checksum);
if(checksumstored)
{
List<Sidedef> othersides = storedsides[checksum];
foreach(Sidedef os in othersides)
{
// They must be in the same sector
if(snsd.Sector == os.Sector)
{
// Check if sidedefs are really the same
stored = os;
MemoryStream sidemem = new MemoryStream(1024);
SerializerStream sidedata = new SerializerStream(sidemem);
MemoryStream othermem = new MemoryStream(1024);
SerializerStream otherdata = new SerializerStream(othermem);
snsd.ReadWrite(sidedata);
os.ReadWrite(otherdata);
if(sidemem.Length == othermem.Length)
{
samesidedef = true;
sidemem.Seek(0, SeekOrigin.Begin);
othermem.Seek(0, SeekOrigin.Begin);
for(int i = 0; i < sidemem.Length; i++)
{
if(sidemem.ReadByte() != othermem.ReadByte())
{
samesidedef = false;
break;
}
}
}
if(samesidedef) break;
}
}
}
// Same sidedef?
if(samesidedef)
{
// Replace with stored sidedef
bool isfront = snsd.IsFront;
Linedef ld = snsd.Line;
snsd.Line.DetachSidedefP(snsd);
if(isfront)
ld.AttachFront(stored);
else
ld.AttachBack(stored);
// Remove the sidedef
snsd.SetSector(null);
RemoveSidedef(sn);
}
else
{
// Store this new one
if(checksumstored)
{
storedsides[checksum].Add(snsd);
}
else
{
List<Sidedef> newlist = new List<Sidedef>(4) {snsd};
storedsides.Add(checksum, newlist);
}
// Next
sn++;
}
}
EndAddRemove();
// Output info
long endtime = Clock.CurrentTime;
float deltatimesec = (endtime - starttime) / 1000.0f;
float ratio = 100.0f - ((numsidedefs / (float)originalsidescount) * 100.0f);
General.WriteLogLine("Sidedefs compressed: " + numsidedefs + " remaining out of " + originalsidescount + " (" + ratio.ToString("########0.00") + "%) in " + deltatimesec.ToString("########0.00") + " seconds");
}
// This converts flags and activations to UDMF fields
internal void TranslateToUDMF(Type previousmapformatinterfacetype)
{
foreach(Linedef l in linedefs) l.TranslateToUDMF(previousmapformatinterfacetype);
foreach(Thing t in things) t.TranslateToUDMF();
}
// This converts UDMF fields back into flags and activations
// NOTE: Only converts the marked items
internal void TranslateFromUDMF()
{
foreach(Linedef l in linedefs) if(l.Marked) l.TranslateFromUDMF();
foreach(Sidedef s in sidedefs) if(s.Marked) s.TranslateFromUDMF(); //mxd
foreach(Sector s in sectors) if(s.Marked) s.TranslateFromUDMF(); //mxd
foreach(Thing t in things) if(t.Marked) t.TranslateFromUDMF();
}
/// <summary>This removes unused vertices.</summary>
public void RemoveUnusedVertices()
{
// Go for all vertices
int index = numvertices - 1;
while(index >= 0)
{
if((vertices[index] != null) && (vertices[index].Linedefs.Count == 0))
vertices[index].Dispose();
else
index--;
}
}
//mxd
public void UpdateCustomLinedefColors()
{
foreach(Linedef l in linedefs) l.UpdateColorPreset();
}
#endregion
}
}