mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 12:51:30 +00:00
9534a20eb3
Optimized map geometry merging performance when pasting map geometry. Added, Curve Linedefs mode: added "Flip Curve" button. Updater: partially rewrote fix from the previous commit.
515 lines
13 KiB
C#
515 lines
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Geometry;
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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 class BlockMap<BE> where BE : BlockEntry, new()
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Blocks
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protected BE[,] blockmap;
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protected int blocksizeshift;
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protected int blocksize;
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protected Size size;
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protected RectangleF range;
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protected Vector2D rangelefttop;
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// State
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public bool IsDisposed { get { return isdisposed; } }
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public Size Size { get { return size; } }
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public RectangleF Range { get { return range; } }
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public int BlockSize { get { return blocksize; } }
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internal BE[,] Map { get { return blockmap; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BlockMap(RectangleF range)
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{
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Initialize(range, 128);
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}
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// Constructor
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public BlockMap(RectangleF range, int blocksize)
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{
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Initialize(range, blocksize);
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}
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// This initializes the blockmap
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private void Initialize(RectangleF range, int blocksize)
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{
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// Initialize
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this.range = range;
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this.blocksizeshift = General.BitsForInt(blocksize);
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this.blocksize = 1 << blocksizeshift;
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if((this.blocksize != blocksize) || (this.blocksize <= 1)) throw new ArgumentException("Block size must be a power of 2 greater than 1");
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rangelefttop = new Vector2D(range.Left, range.Top);
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Point lefttop = new Point((int)range.Left >> blocksizeshift, (int)range.Top >> blocksizeshift);
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Point rightbottom = new Point((int)range.Right >> blocksizeshift, (int)range.Bottom >> blocksizeshift);
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size = new Size((rightbottom.X - lefttop.X) + 1, (rightbottom.Y - lefttop.Y) + 1);
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blockmap = new BE[size.Width, size.Height];
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Clear();
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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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// Clean up
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blockmap = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This returns the block coordinates
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internal Point GetBlockCoordinates(Vector2D v)
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{
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return new Point((int)(v.x - range.Left) >> blocksizeshift,
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(int)(v.y - range.Top) >> blocksizeshift);
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}
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// This returns the block center in world coordinates
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protected Vector2D GetBlockCenter(Point p)
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{
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return new Vector2D(((p.X << blocksizeshift) + (blocksize >> 1)) + range.Left,
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((p.Y << blocksizeshift) + (blocksize >> 1)) + range.Top);
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}
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// This returns true when the given block is inside range
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internal bool IsInRange(Point p)
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{
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return (p.X >= 0) && (p.X < size.Width) && (p.Y >= 0) && (p.Y < size.Height);
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}
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// This returns true when the given block is inside range
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public bool IsInRange(Vector2D p)
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{
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return (p.x >= range.Left) && (p.x < range.Right) && (p.y >= range.Top) && (p.y < range.Bottom);
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}
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// This crops a point into the range
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protected Point CropToRange(Point p)
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{
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return new Point(Math.Min(Math.Max(p.X, 0), size.Width - 1),
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Math.Min(Math.Max(p.Y, 0), size.Height - 1));
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}
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// This crops a point into the range
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protected int CropToRangeX(int x)
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{
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return Math.Min(Math.Max(x, 0), size.Width - 1);
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}
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// This crops a point into the range
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protected int CropToRangeY(int y)
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{
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return Math.Min(Math.Max(y, 0), size.Height - 1);
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}
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// This clears the blockmap
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public virtual void Clear()
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{
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for(int x = 0; x < size.Width; x++)
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{
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for(int y = 0; y < size.Height; y++)
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{
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blockmap[x, y] = new BE();
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}
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}
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}
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// This returns a blocks at the given coordinates, if any
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// Returns null when out of range
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public virtual BE GetBlockAt(Vector2D pos)
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{
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// Calculate block coordinates
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Point p = GetBlockCoordinates(pos);
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return IsInRange(p) ? blockmap[p.X, p.Y] : null;
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}
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// This returns a range of blocks in a square
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public virtual List<BE> GetSquareRange(RectangleF rect)
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{
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// Calculate block coordinates
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Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
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Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
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// Crop coordinates to range
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lt = CropToRange(lt);
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rb = CropToRange(rb);
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// Go through the range to make a list
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int entriescount = ((rb.X - lt.X) + 1) * ((rb.Y - lt.Y) + 1);
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List<BE> entries = new List<BE>(entriescount);
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for(int x = lt.X; x <= rb.X; x++)
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{
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for(int y = lt.Y; y <= rb.Y; y++)
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{
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entries.Add(blockmap[x, y]);
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}
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}
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// Return list
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return entries;
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}
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// This returns all blocks along the given line
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public virtual List<BE> GetLineBlocks(Vector2D v1, Vector2D v2)
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{
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int dirx, diry;
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// Estimate number of blocks we will go through and create list
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int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / blocksize;
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List<BE> entries = new List<BE>(entriescount);
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// Find start and end block
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Point pos = GetBlockCoordinates(v1);
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Point end = GetBlockCoordinates(v2);
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v1 -= rangelefttop;
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v2 -= rangelefttop;
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// Horizontal straight line?
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if(pos.Y == end.Y)
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{
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// Simple loop
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pos.X = CropToRangeX(pos.X);
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end.X = CropToRangeX(end.X);
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if(IsInRange(new Point(pos.X, pos.Y)))
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{
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dirx = Math.Sign(v2.x - v1.x);
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if(dirx != 0)
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{
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for(int x = pos.X; x != end.X; x += dirx)
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{
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entries.Add(blockmap[x, pos.Y]);
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}
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}
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entries.Add(blockmap[end.X, end.Y]);
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}
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}
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// Vertical straight line?
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else if(pos.X == end.X)
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{
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// Simple loop
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pos.Y = CropToRangeY(pos.Y);
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end.Y = CropToRangeY(end.Y);
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if(IsInRange(new Point(pos.X, pos.Y)))
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{
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diry = Math.Sign(v2.y - v1.y);
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if(diry != 0)
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{
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for(int y = pos.Y; y != end.Y; y += diry)
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{
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entries.Add(blockmap[pos.X, y]);
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}
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}
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entries.Add(blockmap[end.X, end.Y]);
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}
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}
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else
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{
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// Add this block
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if(IsInRange(pos)) entries.Add(blockmap[pos.X, pos.Y]);
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// Moving outside the block?
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if(pos != end)
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{
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// Calculate current block edges
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float cl = pos.X * blocksize;
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float cr = (pos.X + 1) * blocksize;
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float ct = pos.Y * blocksize;
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float cb = (pos.Y + 1) * blocksize;
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// Line directions
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dirx = Math.Sign(v2.x - v1.x);
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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float posx, deltax;
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if(dirx >= 0)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = blocksize / (v2.x - v1.x);
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}
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else
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{
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = blocksize / (v1.x - v2.x);
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}
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// Calculate offset and delta movement over y
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float posy, deltay;
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if(diry >= 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = blocksize / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = blocksize / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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}
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// Add lines to this block
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if(IsInRange(pos)) entries.Add(blockmap[pos.X, pos.Y]);
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}
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}
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}
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// Return list
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return entries;
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}
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// This puts things in the blockmap
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public virtual void AddThingsSet(ICollection<Thing> things)
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{
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foreach(Thing t in things) AddThing(t);
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}
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// This puts a thing in the blockmap
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public virtual void AddThing(Thing t)
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{
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Point p = GetBlockCoordinates(t.Position);
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if(IsInRange(p)) blockmap[p.X, p.Y].Things.Add(t);
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}
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//mxd. This puts vertices in the blockmap
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public virtual void AddVerticesSet(ICollection<Vertex> verts)
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{
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foreach(Vertex v in verts) AddVertex(v);
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}
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//mxd. This puts a vertex in the blockmap
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public virtual void AddVertex(Vertex v)
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{
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Point p = GetBlockCoordinates(v.Position);
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if(IsInRange(p)) blockmap[p.X, p.Y].Vertices.Add(v);
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}
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// This puts sectors in the blockmap
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public virtual void AddSectorsSet(ICollection<Sector> sectors)
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{
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foreach(Sector s in sectors) AddSector(s);
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}
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// This puts a sector in the blockmap
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public virtual void AddSector(Sector s)
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{
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//mxd. Check range. Sector can be bigger than blockmap range
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if(!range.IntersectsWith(s.BBox)) return;
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Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top));
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Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom));
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p1 = CropToRange(p1);
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p2 = CropToRange(p2);
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for(int x = p1.X; x <= p2.X; x++)
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{
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for(int y = p1.Y; y <= p2.Y; y++)
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{
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blockmap[x, y].Sectors.Add(s);
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}
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}
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}
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// This puts a whole set of linedefs in the blocks they cross
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public virtual void AddLinedefsSet(ICollection<Linedef> lines)
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{
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foreach(Linedef l in lines) AddLinedef(l);
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}
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// This puts a single linedef in all blocks it crosses
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public virtual void AddLinedef(Linedef line)
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{
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int dirx, diry;
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// Get coordinates
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Vector2D v1 = line.Start.Position;
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Vector2D v2 = line.End.Position;
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// Find start and end block
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Point pos = GetBlockCoordinates(v1);
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Point end = GetBlockCoordinates(v2);
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v1 -= rangelefttop;
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v2 -= rangelefttop;
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// Horizontal straight line?
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if(pos.Y == end.Y)
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{
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// Simple loop
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pos.X = CropToRangeX(pos.X);
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end.X = CropToRangeX(end.X);
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if(IsInRange(new Point(pos.X, pos.Y)))
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{
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dirx = Math.Sign(v2.x - v1.x);
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if(dirx != 0)
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{
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for(int x = pos.X; x != end.X; x += dirx)
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{
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blockmap[x, pos.Y].Lines.Add(line);
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}
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}
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blockmap[end.X, end.Y].Lines.Add(line);
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}
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}
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// Vertical straight line?
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else if(pos.X == end.X)
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{
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// Simple loop
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pos.Y = CropToRangeY(pos.Y);
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end.Y = CropToRangeY(end.Y);
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if(IsInRange(new Point(pos.X, pos.Y)))
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{
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diry = Math.Sign(v2.y - v1.y);
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if(diry != 0)
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{
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for(int y = pos.Y; y != end.Y; y += diry)
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{
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blockmap[pos.X, y].Lines.Add(line);
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}
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}
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blockmap[end.X, end.Y].Lines.Add(line);
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}
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}
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else
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{
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// Add lines to this block
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if(IsInRange(pos)) blockmap[pos.X, pos.Y].Lines.Add(line);
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// Moving outside the block?
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if(pos != end)
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{
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// Calculate current block edges
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float cl = pos.X * blocksize;
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float cr = (pos.X + 1) * blocksize;
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float ct = pos.Y * blocksize;
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float cb = (pos.Y + 1) * blocksize;
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// Line directions
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dirx = Math.Sign(v2.x - v1.x);
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diry = Math.Sign(v2.y - v1.y);
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// Calculate offset and delta movement over x
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float posx, deltax;
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if(dirx == 0)
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{
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posx = float.MaxValue;
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deltax = float.MaxValue;
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}
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else if(dirx > 0)
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{
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posx = (cr - v1.x) / (v2.x - v1.x);
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deltax = blocksize / (v2.x - v1.x);
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}
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else
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{
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// Calculate offset and delta movement over x
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posx = (v1.x - cl) / (v1.x - v2.x);
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deltax = blocksize / (v1.x - v2.x);
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}
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// Calculate offset and delta movement over y
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float posy, deltay;
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if(diry == 0)
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{
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posy = float.MaxValue;
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deltay = float.MaxValue;
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}
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else if(diry > 0)
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{
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posy = (cb - v1.y) / (v2.y - v1.y);
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deltay = blocksize / (v2.y - v1.y);
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}
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else
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{
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posy = (v1.y - ct) / (v1.y - v2.y);
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deltay = blocksize / (v1.y - v2.y);
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}
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// Continue while not reached the end
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while(pos != end)
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{
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// Check in which direction to move
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if(posx < posy)
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{
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// Move horizontally
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posx += deltax;
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if(pos.X != end.X) pos.X += dirx;
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}
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else
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{
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// Move vertically
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posy += deltay;
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if(pos.Y != end.Y) pos.Y += diry;
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}
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// Add lines to this block
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if(IsInRange(pos)) blockmap[pos.X, pos.Y].Lines.Add(line);
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}
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}
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}
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}
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#endregion
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}
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}
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