mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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132ef51429
- small optimizations in LinedefAngleSorter - fixed curve linedefs dialog input boxes
513 lines
16 KiB
C#
513 lines
16 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX.Direct3D9;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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/// <summary>
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/// This makes a sector from all surrounding lines from a given coordinate.
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/// Automatically finds the sidedef/sector properties from surrounding sectors/sidedefs.
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/// </summary>
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public static class SectorTools
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{
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#region ================== Constants
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#endregion
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#region ================== Pathfinding
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/// <summary>
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/// This finds a potential sector at the given coordinates,
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/// or returns null when a sector is not possible there.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Vector2D pos)
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{
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// Find the nearest line and determine side, then use the other method to create the sector
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Linedef l = General.Map.Map.NearestLinedef(pos);
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return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
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}
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/// <summary>
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/// This finds a potential sector starting at the given line and side,
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/// or returns null when sector is not possible.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Linedef line, bool front)
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{
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List<LinedefSide> alllines = new List<LinedefSide>();
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// Find the outer lines
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Polygon p = FindOuterLines(line, front, alllines);
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if(p != null)
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{
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// Find the inner lines
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FindInnerLines(p, alllines);
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return alllines;
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}
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else
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return null;
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}
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// This finds the inner lines of the sector and adds them to the sector polygon
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private static void FindInnerLines(Polygon p, List<LinedefSide> alllines)
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{
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Vertex foundv;
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bool vvalid, findmore;
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Linedef foundline;
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float foundangle = 0f;
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bool foundlinefront;
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do
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{
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findmore = false;
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// Go for all vertices to find the right-most vertex inside the polygon
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foundv = null;
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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// More to the right?
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if((foundv == null) || (v.Position.x >= foundv.Position.x))
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{
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// Vertex is inside the polygon?
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if(p.Intersect(v.Position))
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{
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// Vertex has lines attached?
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if(v.Linedefs.Count > 0)
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{
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// Go for all lines to see if the vertex is not of the polygon itsself
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vvalid = true;
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foreach(LinedefSide ls in alllines)
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{
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if((ls.Line.Start == v) || (ls.Line.End == v))
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{
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vvalid = false;
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break;
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}
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}
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// Valid vertex?
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if(vvalid) foundv = v;
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}
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}
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}
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}
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// Found a vertex inside the polygon?
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if(foundv != null)
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{
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// Find the attached linedef with the smallest angle to the right
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float targetangle = Angle2D.PIHALF;
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foundline = null;
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foreach(Linedef l in foundv.Linedefs)
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{
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// We need an angle unrelated to line direction, so correct for that
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float lineangle = l.Angle;
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if(l.End == foundv) lineangle += Angle2D.PI;
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// Better result?
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float deltaangle = Angle2D.Difference(targetangle, lineangle);
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if((foundline == null) || (deltaangle < foundangle))
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{
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foundline = l;
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foundangle = deltaangle;
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}
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}
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// We already know that each linedef will go from this vertex
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// to the left, because this is the right-most vertex in this area.
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// If the line would go to the right, that means the other vertex of
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// that line must lie outside this area and the mapper made an error.
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// Should I check for this error and fail to create a sector in
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// that case or ignore it and create a malformed sector (possibly
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// breaking another sector also)?
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// Find the side at which to start pathfinding
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Vector2D testpos = new Vector2D(100.0f, 0.0f);
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foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
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// Find inner path
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List<LinedefSide> innerlines = FindClosestPath(foundline, foundlinefront, true);
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if(innerlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(innerlines);
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Polygon innerpoly = tracepath.MakePolygon();
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// Check if the front of the line is outside the polygon
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if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
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{
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// Valid hole found!
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alllines.AddRange(innerlines);
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p.InsertChild(innerpoly);
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findmore = true;
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}
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}
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}
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}
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// Continue until no more holes found
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while(findmore);
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}
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// This finds the outer lines of the sector as a polygon
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// Returns null when no valid outer polygon can be found
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private static Polygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
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{
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Linedef scanline = line;
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bool scanfront = front;
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do
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{
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// Find closest path
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List<LinedefSide> pathlines = FindClosestPath(scanline, scanfront, true);
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if(pathlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(pathlines);
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Polygon poly = tracepath.MakePolygon();
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// Check if the front of the line is inside the polygon
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if(poly.Intersect(line.GetSidePoint(front)))
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{
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// Outer lines found!
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alllines.AddRange(pathlines);
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return poly;
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}
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else
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{
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// Inner lines found. This is not what we need, we want the outer lines.
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// Find the right-most vertex to start a scan from there towards the outer lines.
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Vertex foundv = null;
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foreach(LinedefSide ls in pathlines)
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{
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if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
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foundv = ls.Line.Start;
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if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
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foundv = ls.Line.End;
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}
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// If foundv is null then something is horribly wrong with the
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// path we received from FindClosestPath!
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if(foundv == null) throw new Exception("FAIL!");
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// From the right-most vertex trace outward to the right to
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// find the next closest linedef, this is based on the idea that
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// all sectors are closed.
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Vector2D lineoffset = new Vector2D(100.0f, 0.0f);
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Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset);
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scanline = null;
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float foundu = float.MaxValue;
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foreach(Linedef ld in General.Map.Map.Linedefs)
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{
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// Line to the right of start point?
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if((ld.Start.Position.x > foundv.Position.x) ||
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(ld.End.Position.x > foundv.Position.x))
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{
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// Line intersecting the y axis?
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if( !((ld.Start.Position.y > foundv.Position.y) &&
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(ld.End.Position.y > foundv.Position.y)) &&
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!((ld.Start.Position.y < foundv.Position.y) &&
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(ld.End.Position.y < foundv.Position.y)))
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{
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// Check if this linedef intersects our test line at a closer range
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float thisu;
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ld.Line.GetIntersection(testline, out thisu);
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if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu))
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{
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scanline = ld;
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foundu = thisu;
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}
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}
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}
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}
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// Did we meet another line?
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if(scanline != null)
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{
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// Determine on which side we should start the next pathfind
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scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
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}
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else
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{
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// Appearently we reached the end of the map, no sector possible here
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return null;
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}
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}
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}
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else
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{
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// Can't find a path
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return null;
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}
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}
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while(true);
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}
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/// <summary>
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/// This finds the closest path from one vertex to another.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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//public static List<LinedefSide> FindClosestPath(Vertex start, float startangle, Vertex end, bool turnatends)
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//{
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//}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, bool turnatends)
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{
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return FindClosestPath(startline, startfront, startline, startfront, turnatends);
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}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
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{
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List<LinedefSide> path = new List<LinedefSide>();
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Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
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Linedef nextline = startline;
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bool nextfront = startfront;
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do
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{
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// Add line to path
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path.Add(new LinedefSide(nextline, nextfront));
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if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
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// Determine next vertex to use
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Vertex v = nextfront ? nextline.End : nextline.Start;
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// Get list of linedefs and sort by angle
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
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lines.Sort(sorter);
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// Source line is the only one?
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if(lines.Count == 1)
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{
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// Are we allowed to trace along this line again?
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if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
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{
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// Turn around and go back along the other side of the line
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nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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else
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{
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// Trace along the next line
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Linedef prevline = nextline;
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if(lines[0] == nextline) nextline = lines[1]; else nextline = lines[0];
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// Are we allowed to trace this line again?
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if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
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{
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// Check if front side changes
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if((prevline.Start == nextline.Start) ||
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(prevline.End == nextline.End)) nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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}
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// Continue as long as we have not reached the start yet
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// or we have no next line to trace
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while((path != null) && ((nextline != endline) || (nextfront != endfront)));
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// If start and front are not the same, add the end to the list also
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if((path != null) && ((startline != endline) || (startfront != endfront)))
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path.Add(new LinedefSide(endline, endfront));
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// Return path (null when trace failed)
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return path;
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}
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#endregion
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#region ================== Sector Making
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// This makes the sector from the given lines and sides
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public static Sector MakeSector(List<LinedefSide> alllines)
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{
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Sidedef source = null;
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Sector newsector = General.Map.Map.CreateSector();
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// Check if any of the sides already has a sidedef
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// Then we use information from that sidedef to make the others
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Front != null)
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{
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source = ls.Line.Front;
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source.Sector.CopyPropertiesTo(newsector);
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break;
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}
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}
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else
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{
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if(ls.Line.Back != null)
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{
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source = ls.Line.Back;
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source.Sector.CopyPropertiesTo(newsector);
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break;
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}
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}
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}
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// If we couldn't find anything, try the other sides
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if(source == null)
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{
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Back != null)
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{
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source = ls.Line.Back;
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source.Sector.CopyPropertiesTo(newsector);
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break;
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}
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}
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else
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{
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if(ls.Line.Front != null)
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{
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source = ls.Line.Front;
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source.Sector.CopyPropertiesTo(newsector);
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break;
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}
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}
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}
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}
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// Still nothing found?
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// Then apply default sector properties
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if(source == null) ApplyDefaultsToSector(newsector);
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// Go for all sides to make sidedefs
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
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if(ls.Line.Front.Sector != newsector) ls.Line.Front.ChangeSector(newsector);
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if(source != null) source.CopyPropertiesTo(ls.Line.Front); else ApplyDefaultsToSidedef(ls.Line.Front);
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}
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else
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
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if(ls.Line.Back.Sector != newsector) ls.Line.Back.ChangeSector(newsector);
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if(source != null) source.CopyPropertiesTo(ls.Line.Back); else ApplyDefaultsToSidedef(ls.Line.Back);
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}
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// Update line
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ls.Line.ApplySidedFlags();
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}
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// Return the new sector
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return newsector;
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}
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// This joins a sector with the given lines and sides
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public static Sector JoinSector(List<LinedefSide> alllines, Sidedef original)
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{
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// Go for all sides to make sidedefs
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Front == null)
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{
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General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
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ls.Line.ApplySidedFlags();
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}
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original.CopyPropertiesTo(ls.Line.Front);
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ApplyDefaultsToSidedef(ls.Line.Front);
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}
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else
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{
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// Create sidedef is needed and ensure it points to the new sector
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if(ls.Line.Back == null)
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{
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General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
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ls.Line.ApplySidedFlags();
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}
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original.CopyPropertiesTo(ls.Line.Back);
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ApplyDefaultsToSidedef(ls.Line.Back);
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}
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// Update line
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ls.Line.ApplySidedFlags();
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}
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// Return the new sector
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return original.Sector;
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}
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// This applies defaults to a sidedef
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private static void ApplyDefaultsToSidedef(Sidedef sd)
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{
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if(sd.HighRequired() && sd.HighTexture.StartsWith("-")) sd.SetTextureHigh(General.Settings.DefaultTexture);
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if(sd.MiddleRequired() && sd.MiddleTexture.StartsWith("-")) sd.SetTextureMid(General.Settings.DefaultTexture);
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if(sd.LowRequired() && sd.LowTexture.StartsWith("-")) sd.SetTextureLow(General.Settings.DefaultTexture);
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}
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// This applies defaults to a sector
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private static void ApplyDefaultsToSector(Sector s)
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{
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s.SetFloorTexture(General.Settings.DefaultFloorTexture);
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s.SetCeilTexture(General.Settings.DefaultCeilingTexture);
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s.FloorHeight = General.Settings.DefaultFloorHeight;
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s.CeilHeight = General.Settings.DefaultCeilingHeight;
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s.Brightness = General.Settings.DefaultBrightness;
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}
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#endregion
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}
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}
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