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94 lines
2.5 KiB
C#
94 lines
2.5 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.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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internal sealed class LinedefAngleSorter : IComparer<Linedef>
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{
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// Variables
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private Linedef baseline;
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private bool front;
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private Vertex basevertex;
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// Constructor
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public LinedefAngleSorter(Linedef baseline, bool front, Vertex fromvertex)
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{
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// Initialize
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this.baseline = baseline;
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this.basevertex = fromvertex;
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// Determine rotation direction
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if(baseline.End == basevertex) this.front = !front; else this.front = front;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This calculates the relative angle between two lines
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private float CalculateRelativeAngle(Linedef a, Linedef b)
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{
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float s, n, ana, anb;
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Vector2D va, vb;
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// Determine angles
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ana = a.Angle; if(a.End == basevertex) ana += Angle2D.PI;
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anb = b.Angle; if(b.End == basevertex) anb += Angle2D.PI;
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// Take the difference from angles
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n = Angle2D.Difference(ana, anb);
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// Get line end vertices a and b that are not connected to basevertex
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if(a.Start == basevertex) va = a.End.Position; else va = a.Start.Position;
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if(b.Start == basevertex) vb = b.End.Position; else vb = b.Start.Position;
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// Check to which side the angle goes and adjust angle as needed
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s = Line2D.GetSideOfLine(va, vb, basevertex.Position);
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if(((s < 0) && front) || ((s > 0) && !front)) n = Angle2D.PI2 - n;
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// Return result
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return n;
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}
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// Comparer
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public int Compare(Linedef x, Linedef y)
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{
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float ax, ay;
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// Calculate angles
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ax = CalculateRelativeAngle(baseline, x);
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ay = CalculateRelativeAngle(baseline, y);
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// Compare results
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/*
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if(ax < ay) return 1;
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else if(ax > ay) return -1;
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else return 0;
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*/
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return Math.Sign(ay - ax);
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}
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}
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}
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