mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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258 lines
6.1 KiB
C#
258 lines
6.1 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.Direct3D;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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public sealed class Vertex
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{
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#region ================== Constants
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public const int BUFFERVERTICES = 1;
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public const int RENDERPRIMITIVES = 1;
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#endregion
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#region ================== Variables
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// Map
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private MapSet map;
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// List items
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private LinkedListNode<Vertex> mainlistitem;
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// Position
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private int x, y;
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private Vector2D pos;
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// References
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private LinkedList<Linedef> linedefs;
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// Selections
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private bool selected;
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// Cloning
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private Vertex clone;
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// Additional fields
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private SortedList<string, object> fields;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public MapSet Map { get { return map; } }
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public ICollection<Linedef> Linedefs { get { return linedefs; } }
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public Vector2D Position { get { return pos; } }
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public int X { get { return x; } }
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public int Y { get { return y; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool Selected { get { return selected; } set { selected = value; } }
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public Vertex Clone { get { return clone; } set { clone = value; } }
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public SortedList<string, object> Fields { get { return fields; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Vertex(MapSet map, LinkedListNode<Vertex> listitem, int x, int y)
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{
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// Initialize
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this.map = map;
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this.linedefs = new LinkedList<Linedef>();
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this.mainlistitem = listitem;
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this.pos = new Vector2D(x, y);
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this.x = x;
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this.y = y;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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// Remove from main list
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mainlistitem.List.Remove(mainlistitem);
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// Dispose the lines that are attached to this vertex
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// because a linedef cannot exist without 2 vertices.
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foreach(Linedef l in linedefs) l.Dispose();
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// Clean up
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linedefs = null;
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mainlistitem = null;
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map = null;
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}
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}
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#endregion
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#region ================== Management
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// This attaches a linedef and returns the listitem
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public LinkedListNode<Linedef> AttachLinedef(Linedef l) { return linedefs.AddLast(l); }
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// This detaches a linedef
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public void DetachLinedef(LinkedListNode<Linedef> l)
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{
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// Not disposing?
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if(!isdisposed)
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{
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// Remove linedef
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linedefs.Remove(l);
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// No more linedefs left?
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if(linedefs.Count == 0)
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{
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// This vertex is now useless, dispose it
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this.Dispose();
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}
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}
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}
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#endregion
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#region ================== Fields
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// This makes new fields
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public void MakeFields()
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{
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if(fields != null) fields = new SortedList<string, object>();
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}
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// This makes fields from another list of fields
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public void MakeFields(SortedList<string, object> copyfrom)
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{
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if(fields != null) fields = new SortedList<string, object>();
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foreach(KeyValuePair<string, object> f in copyfrom) fields[f.Key] = f.Value;
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}
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#endregion
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#region ================== Methods
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// This copies all properties to another thing
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public void CopyPropertiesTo(Vertex v)
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{
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// Copy properties
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v.x = x;
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v.y = y;
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v.pos = pos;
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if(fields != null) v.MakeFields(fields);
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}
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// This returns the distance from given coordinates
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public float DistanceToSq(Vector2D p)
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{
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return (p.x - pos.x) * (p.x - pos.x) + (p.y - pos.y) * (p.y - pos.y);
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}
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// This returns the distance from given coordinates
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public float DistanceTo(Vector2D p)
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{
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Vector2D delta = p - pos;
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return delta.GetLength();
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}
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// This finds the line closest to the specified position
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public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
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// This moves the vertex
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public void Move(Vector2D newpos)
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{
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// Change position
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this.Move((int)Math.Round(newpos.x), (int)Math.Round(newpos.y));
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}
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// This moves the vertex
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public void Move(int newx, int newy)
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{
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// Change position
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x = newx;
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y = newy;
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pos = new Vector2D(newx, newy);
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// Let all lines know they need an update
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foreach(Linedef l in linedefs) l.NeedUpdate();
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}
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// This snaps the vertex to the grid
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public void SnapToGrid()
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{
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// Calculate nearest grid coordinates
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this.Move(General.Map.Grid.SnappedToGrid(pos));
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}
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// This joins another vertex
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// Which means this vertex is removed and the other is kept!
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public void Join(Vertex other)
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{
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LinkedListNode<Linedef> previous;
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LinkedListNode<Linedef> current;
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// Go for all lines
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current = linedefs.Last;
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while(current != null)
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{
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// Get previous
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previous = current.Previous;
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// Move the start to the other vertex
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if(current.Value.Start == this)
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current.Value.SetStartVertex(other);
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// Move the end to the other vertex
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if(current.Value.End == this)
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current.Value.SetEndVertex(other);
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// Go back one
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current = previous;
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}
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// If either of the two vertices was selected, keep the other selected
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if(this.selected) other.selected = true;
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// Remove this vertex
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this.Dispose();
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}
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#endregion
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}
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}
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