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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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dbe3fc9e1a
MapSet: should probably clamp parsed selection group, because you never know...
3225 lines
92 KiB
C#
3225 lines
92 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.Collections.Specialized;
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using System.Drawing;
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using System.IO;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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/// <summary>
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/// Manages all geometry structures and things in a map. Also provides
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/// methods to works with selections and marking elements for any purpose.
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/// Note that most methods are of O(n) complexity.
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/// </summary>
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public sealed class MapSet
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{
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#region ================== Constants
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/// <summary>Stiching distance. This is only to get around inaccuracies. Basically,
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/// geometry only stitches when exactly on top of each other.</summary>
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public const float STITCH_DISTANCE = 0.001f;
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// Virtual sector identification
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// This contains a character that is invalid in the UDMF standard, but valid
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// in our parser, so that it can only be used by Doom Builder and will never
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// conflict with any other valid UDMF field.
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internal const string VIRTUAL_SECTOR_FIELD = "!virtual_sector";
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//mxd
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private const string SELECTION_GROUPS_PATH = "selectiongroups";
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// Handler for tag fields
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public delegate void TagHandler<T>(MapElement element, bool actionargument, UniversalType type, ref int value, T obj);
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#endregion
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#region ================== Variables
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// Sector indexing
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private List<int> indexholes;
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private int lastsectorindex;
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// Sidedef indexing for (de)serialization
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private Sidedef[] sidedefindices;
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// Map structures
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private Vertex[] vertices;
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private Linedef[] linedefs;
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private Sidedef[] sidedefs;
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private Sector[] sectors;
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private Thing[] things;
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private int numvertices;
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private int numlinedefs;
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private int numsidedefs;
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private int numsectors;
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private int numthings;
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// Behavior
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private int freezearrays;
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private bool autoremove;
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// Selected elements
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private LinkedList<Vertex> sel_vertices;
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private LinkedList<Linedef> sel_linedefs;
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private LinkedList<Sector> sel_sectors;
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private LinkedList<Thing> sel_things;
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private SelectionType sel_type;
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// Statics
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private static long emptylongname;
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private static UniValue virtualsectorvalue;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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/// <summary>Returns the number of selected sectors.</summary>
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public int SelectedSectorsCount { get { return sel_sectors.Count; } }
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/// <summary>Returns the number of selected linedefs.</summary>
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public int SelectedLinedefsCount { get { return sel_linedefs.Count; } }
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/// <summary>Returns the number of selected vertices.</summary>
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public int SelectedVerticessCount { get { return sel_vertices.Count; } }
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/// <summary>Returns the number of selected things.</summary>
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public int SelectedThingsCount { get { return sel_things.Count; } }
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/// <summary>Returns a reference to the list of all vertices.</summary>
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public ICollection<Vertex> Vertices { get { if(freezearrays == 0) return vertices; else return new MapElementCollection<Vertex>(ref vertices, numvertices); } }
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/// <summary>Returns a reference to the list of all linedefs.</summary>
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public ICollection<Linedef> Linedefs { get { if(freezearrays == 0) return linedefs; else return new MapElementCollection<Linedef>(ref linedefs, numlinedefs); } }
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/// <summary>Returns a reference to the list of all sidedefs.</summary>
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public ICollection<Sidedef> Sidedefs { get { if(freezearrays == 0) return sidedefs; else return new MapElementCollection<Sidedef>(ref sidedefs, numsidedefs); } }
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/// <summary>Returns a reference to the list of all sectors.</summary>
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public ICollection<Sector> Sectors { get { if(freezearrays == 0) return sectors; else return new MapElementCollection<Sector>(ref sectors, numsectors); } }
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/// <summary>Returns a reference to the list of all things.</summary>
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public ICollection<Thing> Things { get { if(freezearrays == 0) return things; else return new MapElementCollection<Thing>(ref things, numthings); } }
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/// <summary>Indicates if the map is disposed.</summary>
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public bool IsDisposed { get { return isdisposed; } }
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/// <summary>Returns a reference to the list of selected vertices.</summary>
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internal LinkedList<Vertex> SelectedVertices { get { return sel_vertices; } }
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/// <summary>Returns a reference to the list of selected linedefs.</summary>
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internal LinkedList<Linedef> SelectedLinedefs { get { return sel_linedefs; } }
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/// <summary>Returns a reference to the list of selected sectors.</summary>
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internal LinkedList<Sector> SelectedSectors { get { return sel_sectors; } }
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/// <summary>Returns a reference to the list of selected things.</summary>
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internal LinkedList<Thing> SelectedThings { get { return sel_things; } }
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/// <summary>Returns the current type of selection.</summary>
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public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } }
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/// <summary>Long name to indicate "no texture". This is the long name for a single dash.</summary>
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public static long EmptyLongName { get { return emptylongname; } }
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/// <summary>Returns the name of the custom field that marks virtual sectors in pasted geometry.</summary>
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public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } }
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/// <summary>Returns the value of the custom field that marks virtual sectors in pasted geometry.</summary>
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public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } }
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internal Sidedef[] SidedefIndices { get { return sidedefindices; } }
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internal bool AutoRemove { get { return autoremove; } set { autoremove = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor for new empty map
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internal MapSet()
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{
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// Initialize
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vertices = new Vertex[0];
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linedefs = new Linedef[0];
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sidedefs = new Sidedef[0];
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sectors = new Sector[0];
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things = new Thing[0];
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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autoremove = true;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor for map to deserialize
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internal MapSet(MemoryStream stream)
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{
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// Initialize
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vertices = new Vertex[0];
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linedefs = new Linedef[0];
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sidedefs = new Sidedef[0];
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sectors = new Sector[0];
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things = new Thing[0];
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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autoremove = true;
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// Deserialize
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Deserialize(stream);
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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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internal 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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BeginAddRemove();
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// Dispose all things
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while((things.Length > 0) && (things[0] != null))
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things[0].Dispose();
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// Dispose all sectors
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while((sectors.Length > 0) && (sectors[0] != null))
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sectors[0].Dispose();
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// Dispose all sidedefs
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while((sidedefs.Length > 0) && (sidedefs[0] != null))
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sidedefs[0].Dispose();
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// Dispose all linedefs
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while((linedefs.Length > 0) && (linedefs[0] != null))
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linedefs[0].Dispose();
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// Dispose all vertices
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while((vertices.Length > 0) && (vertices[0] != null))
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vertices[0].Dispose();
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// Clean up
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vertices = null;
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linedefs = null;
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sidedefs = null;
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sectors = null;
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things = null;
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sel_vertices = null;
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sel_linedefs = null;
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sel_sectors = null;
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sel_things = null;
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indexholes = null;
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// Done
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isdisposed = true;
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}
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}
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// Static initializer
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internal static void Initialize()
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{
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emptylongname = Lump.MakeLongName("-");
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virtualsectorvalue = new UniValue((int)UniversalType.Integer, 0);
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}
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#endregion
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#region ================== Management
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// This begins large add/remove operations
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public void BeginAddRemove()
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{
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freezearrays++;
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}
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// This allocates the arrays to a minimum size so that
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// a lot of items can be created faster. This function will never
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// allocate less than the current number of items.
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public void SetCapacity(int nvertices, int nlinedefs, int nsidedefs, int nsectors, int nthings)
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{
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if(freezearrays == 0)
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throw new Exception("You must call BeginAddRemove before setting the reserved capacity.");
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if(numvertices < nvertices)
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Array.Resize(ref vertices, nvertices);
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if(numlinedefs < nlinedefs)
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Array.Resize(ref linedefs, nlinedefs);
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if(numsidedefs < nsidedefs)
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Array.Resize(ref sidedefs, nsidedefs);
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if(numsectors < nsectors)
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Array.Resize(ref sectors, nsectors);
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if(numthings < nthings)
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Array.Resize(ref things, nthings);
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}
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// This ends add/remove operations and crops the arrays
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public void EndAddRemove()
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{
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if(freezearrays > 0)
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freezearrays--;
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if(freezearrays == 0)
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{
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if(numvertices < vertices.Length)
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Array.Resize(ref vertices, numvertices);
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if(numlinedefs < linedefs.Length)
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Array.Resize(ref linedefs, numlinedefs);
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if(numsidedefs < sidedefs.Length)
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Array.Resize(ref sidedefs, numsidedefs);
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if(numsectors < sectors.Length)
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Array.Resize(ref sectors, numsectors);
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if(numthings < things.Length)
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Array.Resize(ref things, numthings);
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}
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}
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/// <summary>
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/// This makes a deep copy and returns the new MapSet.
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/// </summary>
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public MapSet Clone()
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{
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Linedef nl;
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Sidedef nd;
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// Create the map set
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MapSet newset = new MapSet();
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newset.BeginAddRemove();
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newset.SetCapacity(numvertices, numlinedefs, numsidedefs, numsectors, numthings);
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Make new linedef
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nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in things)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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newset.EndAddRemove();
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return newset;
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}
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// This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector
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internal MapSet CloneMarked()
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{
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Sector virtualsector = null;
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// Create the map set
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MapSet newset = new MapSet();
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newset.BeginAddRemove();
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// Get marked geometry
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ICollection<Vertex> mvertices = GetMarkedVertices(true);
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ICollection<Linedef> mlinedefs = GetMarkedLinedefs(true);
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ICollection<Sector> msectors = GetMarkedSectors(true);
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ICollection<Thing> mthings = GetMarkedThings(true);
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newset.SetCapacity(mvertices.Count, mlinedefs.Count, numsidedefs, msectors.Count, mthings.Count);
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// Go for all vertices
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foreach(Vertex v in mvertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in msectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in mlinedefs)
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{
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// Make new linedef
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Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Front.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Front.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields.BeforeFieldsChange();
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, true, virtualsector);
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}
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Back.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Back.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields.BeforeFieldsChange();
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, false, virtualsector);
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}
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in mthings)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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newset.EndAddRemove();
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return newset;
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}
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/// <summary>This creates a new vertex and returns it.</summary>
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public Vertex CreateVertex(Vector2D pos)
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{
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if(numvertices == General.Map.FormatInterface.MaxVertices)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
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return null;
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}
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// Make the vertex
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Vertex v = new Vertex(this, numvertices, pos);
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AddItem(v, ref vertices, numvertices, ref numvertices);
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return v;
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}
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/// <summary>This creates a new vertex and returns it.</summary>
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public Vertex CreateVertex(int index, Vector2D pos)
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{
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if(numvertices == General.Map.FormatInterface.MaxVertices)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
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return null;
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}
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// Make the vertex
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Vertex v = new Vertex(this, index, pos);
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AddItem(v, ref vertices, index, ref numvertices);
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return v;
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}
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/// <summary>This creates a new linedef and returns it.</summary>
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public Linedef CreateLinedef(Vertex start, Vertex end)
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{
|
|
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the linedef
|
|
Linedef l = new Linedef(this, numlinedefs, start, end);
|
|
AddItem(l, ref linedefs, numlinedefs, ref numlinedefs);
|
|
return l;
|
|
}
|
|
|
|
/// <summary>This creates a new linedef and returns it.</summary>
|
|
public Linedef CreateLinedef(int index, Vertex start, Vertex end)
|
|
{
|
|
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the linedef
|
|
Linedef l = new Linedef(this, index, start, end);
|
|
AddItem(l, ref linedefs, index, ref numlinedefs);
|
|
return l;
|
|
}
|
|
|
|
/// <summary>This creates a new sidedef and returns it.</summary>
|
|
public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
|
|
{
|
|
if(numsidedefs == int.MaxValue)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sidedef
|
|
Sidedef sd = new Sidedef(this, numsidedefs, l, front, s);
|
|
AddItem(sd, ref sidedefs, numsidedefs, ref numsidedefs);
|
|
return sd;
|
|
}
|
|
|
|
/// <summary>This creates a new sidedef and returns it.</summary>
|
|
public Sidedef CreateSidedef(int index, Linedef l, bool front, Sector s)
|
|
{
|
|
if(numsidedefs == int.MaxValue)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sidedef
|
|
Sidedef sd = new Sidedef(this, index, l, front, s);
|
|
AddItem(sd, ref sidedefs, index, ref numsidedefs);
|
|
return sd;
|
|
}
|
|
|
|
/// <summary>This creates a new sector and returns it.</summary>
|
|
public Sector CreateSector()
|
|
{
|
|
// Make the sector
|
|
return CreateSector(numsectors);
|
|
}
|
|
|
|
/// <summary>This creates a new sector and returns it.</summary>
|
|
public Sector CreateSector(int index)
|
|
{
|
|
int fixedindex;
|
|
|
|
if(numsectors == General.Map.FormatInterface.MaxSectors)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
|
|
return null;
|
|
}
|
|
|
|
// Do we have any index holes we can use?
|
|
if(indexholes.Count > 0)
|
|
{
|
|
// Take one of the index holes
|
|
fixedindex = indexholes[indexholes.Count - 1];
|
|
indexholes.RemoveAt(indexholes.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
// Make a new index
|
|
fixedindex = lastsectorindex++;
|
|
}
|
|
|
|
// Make the sector
|
|
return CreateSectorEx(fixedindex, index);
|
|
}
|
|
|
|
// This creates a new sector with a specific fixed index
|
|
private Sector CreateSectorEx(int fixedindex, int index)
|
|
{
|
|
if(numsectors == General.Map.FormatInterface.MaxSectors)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sector
|
|
Sector s = new Sector(this, index, fixedindex);
|
|
AddItem(s, ref sectors, index, ref numsectors);
|
|
return s;
|
|
}
|
|
|
|
/// <summary>This creates a new thing and returns it.</summary>
|
|
public Thing CreateThing()
|
|
{
|
|
if(numthings == General.Map.FormatInterface.MaxThings)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the thing
|
|
Thing t = new Thing(this, numthings);
|
|
AddItem(t, ref things, numthings, ref numthings);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>This creates a new thing and returns it.</summary>
|
|
public Thing CreateThing(int index)
|
|
{
|
|
if(numthings == General.Map.FormatInterface.MaxThings)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the thing
|
|
Thing t = new Thing(this, index);
|
|
AddItem(t, ref things, index, ref numthings);
|
|
return t;
|
|
}
|
|
|
|
// This increases the size of the array to add an item
|
|
private void AddItem<T>(T item, ref T[] array, int index, ref int counter) where T: MapElement
|
|
{
|
|
// Only resize when there are no more free entries
|
|
if(counter == array.Length)
|
|
{
|
|
if(freezearrays == 0)
|
|
Array.Resize(ref array, counter + 1);
|
|
else
|
|
Array.Resize(ref array, counter + 10);
|
|
}
|
|
|
|
// Move item at the given index if the new item is not added at the end
|
|
if(index != counter)
|
|
{
|
|
array[counter] = array[index];
|
|
array[counter].Index = counter;
|
|
}
|
|
|
|
// Add item
|
|
array[index] = item;
|
|
counter++;
|
|
}
|
|
|
|
// This adds a sector index hole
|
|
internal void AddSectorIndexHole(int index)
|
|
{
|
|
indexholes.Add(index);
|
|
}
|
|
|
|
private void RemoveItem<T>(ref T[] array, int index, ref int counter) where T: MapElement
|
|
{
|
|
if(index == (counter - 1))
|
|
{
|
|
array[index] = null;
|
|
}
|
|
else
|
|
{
|
|
array[index] = array[counter - 1];
|
|
array[index].Index = index;
|
|
array[counter - 1] = null;
|
|
}
|
|
|
|
counter--;
|
|
|
|
if(freezearrays == 0)
|
|
Array.Resize(ref array, counter);
|
|
}
|
|
|
|
internal void RemoveVertex(int index)
|
|
{
|
|
RemoveItem(ref vertices, index, ref numvertices);
|
|
}
|
|
|
|
internal void RemoveLinedef(int index)
|
|
{
|
|
RemoveItem(ref linedefs, index, ref numlinedefs);
|
|
}
|
|
|
|
internal void RemoveSidedef(int index)
|
|
{
|
|
RemoveItem(ref sidedefs, index, ref numsidedefs);
|
|
}
|
|
|
|
internal void RemoveSector(int index)
|
|
{
|
|
RemoveItem(ref sectors, index, ref numsectors);
|
|
}
|
|
|
|
internal void RemoveThing(int index)
|
|
{
|
|
RemoveItem(ref things, index, ref numthings);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Serialization
|
|
|
|
// This serializes the MapSet
|
|
internal MemoryStream Serialize()
|
|
{
|
|
MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB.
|
|
SerializerStream serializer = new SerializerStream(stream);
|
|
|
|
// Index the sidedefs
|
|
int sidedefindex = 0;
|
|
foreach(Sidedef sd in sidedefs)
|
|
sd.SerializedIndex = sidedefindex++;
|
|
|
|
serializer.Begin();
|
|
|
|
// Write private data
|
|
serializer.wInt(lastsectorindex);
|
|
serializer.wInt(indexholes.Count);
|
|
foreach(int i in indexholes) serializer.wInt(i);
|
|
|
|
// Write map data
|
|
WriteVertices(serializer);
|
|
WriteSectors(serializer);
|
|
WriteLinedefs(serializer);
|
|
WriteSidedefs(serializer);
|
|
WriteThings(serializer);
|
|
|
|
serializer.End();
|
|
|
|
// Reallocate to keep only the used memory
|
|
stream.Capacity = (int)stream.Length;
|
|
|
|
return stream;
|
|
}
|
|
|
|
// This serializes things
|
|
private void WriteThings(SerializerStream stream)
|
|
{
|
|
stream.wInt(numthings);
|
|
|
|
// Go for all things
|
|
foreach(Thing t in things)
|
|
{
|
|
t.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes vertices
|
|
private void WriteVertices(SerializerStream stream)
|
|
{
|
|
stream.wInt(numvertices);
|
|
|
|
// Go for all vertices
|
|
int index = 0;
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
v.SerializedIndex = index++;
|
|
|
|
v.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes linedefs
|
|
private void WriteLinedefs(SerializerStream stream)
|
|
{
|
|
stream.wInt(numlinedefs);
|
|
|
|
// Go for all lines
|
|
int index = 0;
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
l.SerializedIndex = index++;
|
|
|
|
stream.wInt(l.Start.SerializedIndex);
|
|
|
|
stream.wInt(l.End.SerializedIndex);
|
|
|
|
l.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes sidedefs
|
|
private void WriteSidedefs(SerializerStream stream)
|
|
{
|
|
stream.wInt(numsidedefs);
|
|
|
|
// Go for all sidedefs
|
|
foreach(Sidedef sd in sidedefs)
|
|
{
|
|
stream.wInt(sd.Line.SerializedIndex);
|
|
|
|
stream.wInt(sd.Sector.SerializedIndex);
|
|
|
|
stream.wBool(sd.IsFront);
|
|
|
|
sd.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes sectors
|
|
private void WriteSectors(SerializerStream stream)
|
|
{
|
|
stream.wInt(numsectors);
|
|
|
|
// Go for all sectors
|
|
int index = 0;
|
|
foreach(Sector s in sectors)
|
|
{
|
|
s.SerializedIndex = index++;
|
|
|
|
s.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Deserialization
|
|
|
|
// This serializes the MapSet
|
|
private void Deserialize(MemoryStream stream)
|
|
{
|
|
stream.Seek(0, SeekOrigin.Begin);
|
|
DeserializerStream deserializer = new DeserializerStream(stream);
|
|
|
|
deserializer.Begin();
|
|
|
|
// Read private data
|
|
int c;
|
|
deserializer.rInt(out lastsectorindex);
|
|
deserializer.rInt(out c);
|
|
indexholes = new List<int>(c);
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int index; deserializer.rInt(out index);
|
|
indexholes.Add(index);
|
|
}
|
|
|
|
// Read map data
|
|
Vertex[] verticesarray = ReadVertices(deserializer);
|
|
Sector[] sectorsarray = ReadSectors(deserializer);
|
|
Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray);
|
|
ReadSidedefs(deserializer, linedefsarray, sectorsarray);
|
|
ReadThings(deserializer);
|
|
|
|
deserializer.End();
|
|
|
|
// Make table of sidedef indices
|
|
sidedefindices = new Sidedef[numsidedefs];
|
|
foreach(Sidedef sd in sidedefs)
|
|
sidedefindices[sd.SerializedIndex] = sd;
|
|
|
|
// Call PostDeserialize
|
|
foreach(Sector s in sectors)
|
|
s.PostDeserialize(this);
|
|
}
|
|
|
|
// This deserializes things
|
|
private void ReadThings(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
// Go for all things
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
Thing t = CreateThing();
|
|
t.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This deserializes vertices
|
|
private Vertex[] ReadVertices(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Vertex[] array = new Vertex[c];
|
|
|
|
// Go for all vertices
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
array[i] = CreateVertex(new Vector2D());
|
|
array[i].ReadWrite(stream);
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
// This deserializes linedefs
|
|
private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Linedef[] array = new Linedef[c];
|
|
|
|
// Go for all lines
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int start, end;
|
|
|
|
stream.rInt(out start);
|
|
|
|
stream.rInt(out end);
|
|
|
|
array[i] = CreateLinedef(verticesarray[start], verticesarray[end]);
|
|
array[i].ReadWrite(stream);
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
// This deserializes sidedefs
|
|
private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
// Go for all sidedefs
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int lineindex, sectorindex;
|
|
bool front;
|
|
|
|
stream.rInt(out lineindex);
|
|
|
|
stream.rInt(out sectorindex);
|
|
|
|
stream.rBool(out front);
|
|
|
|
Sidedef sd = CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex]);
|
|
sd.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This deserializes sectors
|
|
private Sector[] ReadSectors(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Sector[] array = new Sector[c];
|
|
|
|
// Go for all sectors
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
array[i] = CreateSector();
|
|
array[i].ReadWrite(stream);
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Updating
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements where needed. You must call this after making changes to the map.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
// Update all!
|
|
Update(true, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements where needed. It is not recommended to use this version, please use Update() instead.
|
|
/// </summary>
|
|
public void Update(bool dolines, bool dosectors)
|
|
{
|
|
// Update all linedefs
|
|
if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
|
|
|
|
// Update all sectors
|
|
if(dosectors)
|
|
{
|
|
foreach(Sector s in sectors) s.Triangulate();
|
|
General.Map.CRenderer2D.Surfaces.AllocateBuffers();
|
|
foreach(Sector s in sectors) s.CreateSurfaces();
|
|
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
|
|
}
|
|
|
|
General.Interface.UpdateStatistics(); //mxd
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements that is required after a configuration or settings change.
|
|
/// </summary>
|
|
public void UpdateConfiguration()
|
|
{
|
|
// Update all things
|
|
foreach(Thing t in things) t.UpdateConfiguration();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection
|
|
|
|
// This checks a flag in a selection type
|
|
private static bool InSelectionType(SelectionType value, SelectionType bits)
|
|
{
|
|
return (value & bits) == bits;
|
|
}
|
|
|
|
/// <summary>This converts the current selection to a different type of selection as specified.
|
|
/// Note that this function uses the markings to convert the selection.</summary>
|
|
public void ConvertSelection(SelectionType target)
|
|
{
|
|
ConvertSelection(SelectionType.All, target);
|
|
}
|
|
|
|
/// <summary>This converts the current selection to a different type of selection as specified.
|
|
/// Note that this function uses the markings to convert the selection.</summary>
|
|
public void ConvertSelection(SelectionType source, SelectionType target)
|
|
{
|
|
ICollection<Linedef> lines;
|
|
ICollection<Vertex> verts;
|
|
|
|
ClearAllMarks(false);
|
|
|
|
switch(target)
|
|
{
|
|
// Convert geometry selection to vertices only
|
|
case SelectionType.Vertices:
|
|
if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true);
|
|
if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true);
|
|
verts = General.Map.Map.GetVerticesFromLinesMarks(true);
|
|
foreach(Vertex v in verts) v.Selected = true;
|
|
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
|
|
foreach(Vertex v in verts) v.Selected = true;
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
break;
|
|
|
|
// Convert geometry selection to linedefs only
|
|
case SelectionType.Linedefs:
|
|
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
|
|
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
|
|
lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
|
|
foreach(Linedef l in lines) l.Selected = true;
|
|
if(InSelectionType(source, SelectionType.Sectors))
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Selected)
|
|
{
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
}
|
|
}
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedVertices();
|
|
break;
|
|
|
|
// Convert geometry selection to sectors only
|
|
case SelectionType.Sectors:
|
|
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
|
|
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
|
|
lines = LinedefsFromMarkedVertices(false, true, false);
|
|
foreach(Linedef l in lines) l.Selected = true;
|
|
ClearMarkedSectors(true);
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(!l.Selected)
|
|
{
|
|
if(l.Front != null) l.Front.Sector.Marked = false;
|
|
if(l.Back != null) l.Back.Sector.Marked = false;
|
|
}
|
|
}
|
|
ClearSelectedLinedefs();
|
|
ClearSelectedVertices();
|
|
if(InSelectionType(source, SelectionType.Sectors))
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked || s.Selected)
|
|
{
|
|
s.Selected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked)
|
|
{
|
|
s.Selected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
else
|
|
{
|
|
s.Selected = false;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
throw new ArgumentException("Unsupported selection target conversion");
|
|
}
|
|
|
|
// New selection type
|
|
sel_type = target;
|
|
}
|
|
|
|
/// <summary>This clears all selected items</summary>
|
|
public void ClearAllSelected()
|
|
{
|
|
ClearSelectedVertices();
|
|
ClearSelectedThings();
|
|
ClearSelectedLinedefs();
|
|
ClearSelectedSectors();
|
|
}
|
|
|
|
/// <summary>This clears selected vertices.</summary>
|
|
public void ClearSelectedVertices()
|
|
{
|
|
sel_vertices.Clear();
|
|
foreach(Vertex v in vertices) v.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected things.</summary>
|
|
public void ClearSelectedThings()
|
|
{
|
|
sel_things.Clear();
|
|
foreach(Thing t in things) t.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected linedefs.</summary>
|
|
public void ClearSelectedLinedefs()
|
|
{
|
|
sel_linedefs.Clear();
|
|
foreach(Linedef l in linedefs) l.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected sectors.</summary>
|
|
public void ClearSelectedSectors()
|
|
{
|
|
sel_sectors.Clear();
|
|
foreach(Sector s in sectors) s.Selected = false;
|
|
}
|
|
|
|
/// <summary>Returns a collection of vertices that match a selected state.</summary>
|
|
public ICollection<Vertex> GetSelectedVertices(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Vertex>(sel_vertices);
|
|
}
|
|
else
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices - sel_vertices.Count);
|
|
foreach(Vertex v in vertices) if(!v.Selected) list.Add(v);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of things that match a selected state.</summary>
|
|
public ICollection<Thing> GetSelectedThings(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Thing>(sel_things);
|
|
}
|
|
else
|
|
{
|
|
List<Thing> list = new List<Thing>(numthings - sel_things.Count);
|
|
foreach(Thing t in things) if(!t.Selected) list.Add(t);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of linedefs that match a selected state.</summary>
|
|
public ICollection<Linedef> GetSelectedLinedefs(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Linedef>(sel_linedefs);
|
|
}
|
|
else
|
|
{
|
|
List<Linedef> list = new List<Linedef>(numlinedefs - sel_linedefs.Count);
|
|
foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of sidedefs that match a selected linedefs state.</summary>
|
|
public ICollection<Sidedef> GetSidedefsFromSelectedLinedefs(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(sel_linedefs.Count);
|
|
foreach(Linedef ld in sel_linedefs)
|
|
{
|
|
if(ld.Front != null) list.Add(ld.Front);
|
|
if(ld.Back != null) list.Add(ld.Back);
|
|
}
|
|
return list;
|
|
}
|
|
else
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(numlinedefs - sel_linedefs.Count);
|
|
foreach(Linedef ld in linedefs)
|
|
{
|
|
if(!ld.Selected && (ld.Front != null)) list.Add(ld.Front);
|
|
if(!ld.Selected && (ld.Back != null)) list.Add(ld.Back);
|
|
}
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of sectors that match a selected state.</summary>
|
|
public ICollection<Sector> GetSelectedSectors(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Sector>(sel_sectors);
|
|
}
|
|
else
|
|
{
|
|
List<Sector> list = new List<Sector>(numsectors - sel_sectors.Count);
|
|
foreach(Sector s in sectors) if(!s.Selected) list.Add(s);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedGeometry(bool mark, bool select)
|
|
{
|
|
SelectMarkedVertices(mark, select);
|
|
SelectMarkedLinedefs(mark, select);
|
|
SelectMarkedSectors(mark, select);
|
|
SelectMarkedThings(mark, select);
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedVertices(bool mark, bool select)
|
|
{
|
|
foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedLinedefs(bool mark, bool select)
|
|
{
|
|
foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedSectors(bool mark, bool select)
|
|
{
|
|
foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedThings(bool mark, bool select)
|
|
{
|
|
foreach(Thing t in things) if(t.Marked == mark) t.Selected = select;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection groups
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectVerticesByGroup(int groupmask)
|
|
{
|
|
foreach(Vertex e in vertices) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectLinedefsByGroup(int groupmask)
|
|
{
|
|
foreach(Linedef e in linedefs) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectSectorsByGroup(int groupmask)
|
|
{
|
|
foreach(Sector e in sectors) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectThingsByGroup(int groupmask)
|
|
{
|
|
foreach(Thing e in things) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This adds the current selection to the specified selection group.</summary>
|
|
//mxd. switched groupmask to groupindex
|
|
public void AddSelectionToGroup(int groupindex)
|
|
{
|
|
int groupmask = 0x01 << groupindex;
|
|
foreach(Vertex e in vertices) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Linedef e in linedefs) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Sector e in sectors) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Thing e in things) if(e.Selected) e.AddToGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This clears specified selection group.</summary>
|
|
//mxd
|
|
public void ClearGroup(int groupmask)
|
|
{
|
|
foreach(Vertex e in vertices) e.RemoveFromGroup(groupmask);
|
|
foreach(Linedef e in linedefs) e.RemoveFromGroup(groupmask);
|
|
foreach(Sector e in sectors) e.RemoveFromGroup(groupmask);
|
|
foreach(Thing e in things) e.RemoveFromGroup(groupmask);
|
|
}
|
|
|
|
//mxd
|
|
internal GroupInfo GetGroupInfo(int groupindex)
|
|
{
|
|
int numSectors = 0;
|
|
int numLines = 0;
|
|
int numVerts = 0;
|
|
int numThings = 0;
|
|
int groupmask = 0x01 << groupindex;
|
|
|
|
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) numVerts++; //mxd
|
|
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) numLines++; //mxd
|
|
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) numSectors++; //mxd
|
|
foreach(Thing e in things) if(e.IsInGroup(groupmask)) numThings++; //mxd
|
|
|
|
return new GroupInfo(groupindex + 1, numSectors, numLines, numVerts, numThings);
|
|
}
|
|
|
|
//mxd
|
|
internal void WriteSelectionGroups(Configuration cfg)
|
|
{
|
|
List<string> indices;
|
|
|
|
// Fill structure
|
|
IDictionary groups = new ListDictionary();
|
|
for(int i = 0; i < 10; i++)
|
|
{
|
|
IDictionary group = new ListDictionary();
|
|
int groupmask = 0x01 << i;
|
|
|
|
//store verts
|
|
indices = new List<string>();
|
|
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("vertices", string.Join(" ", indices.ToArray()));
|
|
|
|
//store linedefs
|
|
indices.Clear();
|
|
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("linedefs", string.Join(" ", indices.ToArray()));
|
|
|
|
//store sectors
|
|
indices.Clear();
|
|
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("sectors", string.Join(" ", indices.ToArray()));
|
|
|
|
//store things
|
|
indices.Clear();
|
|
foreach(Thing e in things) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("things", string.Join(" ", indices.ToArray()));
|
|
|
|
//add to main collection
|
|
if(group.Count > 0) groups.Add(i, group);
|
|
}
|
|
|
|
// Write to config
|
|
if(groups.Count > 0) cfg.WriteSetting(SELECTION_GROUPS_PATH, groups);
|
|
}
|
|
|
|
//mxd
|
|
internal void ReadSelectionGroups(Configuration cfg)
|
|
{
|
|
IDictionary grouplist = cfg.ReadSetting(SELECTION_GROUPS_PATH, new Hashtable());
|
|
IDictionary groupinfo;
|
|
|
|
foreach(DictionaryEntry mp in grouplist) {
|
|
// Item is a structure?
|
|
if(mp.Value is IDictionary) {
|
|
//get group number
|
|
int groupnum;
|
|
if(!int.TryParse(mp.Key as string, out groupnum)) continue;
|
|
|
|
int groupmask = 0x01 << General.Clamp(groupnum, 0, 10);
|
|
groupinfo = (IDictionary)mp.Value;
|
|
|
|
if(groupinfo.Contains("vertices"))
|
|
{
|
|
string s = groupinfo["vertices"] as string;
|
|
if (!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = getIndices(groupinfo["vertices"] as string);
|
|
|
|
foreach (int index in indices)
|
|
{
|
|
if(index > vertices.Length) continue;
|
|
vertices[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("linedefs"))
|
|
{
|
|
string s = groupinfo["linedefs"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = getIndices(groupinfo["linedefs"] as string);
|
|
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > linedefs.Length) continue;
|
|
linedefs[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("sectors"))
|
|
{
|
|
string s = groupinfo["sectors"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = getIndices(groupinfo["sectors"] as string);
|
|
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > sectors.Length) continue;
|
|
sectors[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("things"))
|
|
{
|
|
string s = groupinfo["things"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = getIndices(groupinfo["things"] as string);
|
|
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > things.Length) continue;
|
|
things[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private List<int> getIndices(string input)
|
|
{
|
|
string[] parts = input.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries);
|
|
int index;
|
|
List<int> result = new List<int>(parts.Length);
|
|
|
|
foreach (string part in parts) if(int.TryParse(part, out index)) result.Add(index);
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Marking
|
|
|
|
/// <summary>This clears all marks on all elements.</summary>
|
|
public void ClearAllMarks(bool mark)
|
|
{
|
|
ClearMarkedVertices(mark);
|
|
ClearMarkedThings(mark);
|
|
ClearMarkedLinedefs(mark);
|
|
ClearMarkedSectors(mark);
|
|
ClearMarkedSidedefs(mark);
|
|
}
|
|
|
|
/// <summary>This clears all marks on all vertices.</summary>
|
|
public void ClearMarkedVertices(bool mark)
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all things.</summary>
|
|
public void ClearMarkedThings(bool mark)
|
|
{
|
|
foreach(Thing t in things) t.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all linedefs.</summary>
|
|
public void ClearMarkedLinedefs(bool mark)
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all sidedefs.</summary>
|
|
public void ClearMarkedSidedefs(bool mark)
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all sectors.</summary>
|
|
public void ClearMarkedSectors(bool mark)
|
|
{
|
|
foreach(Sector s in sectors) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all elements.</summary>
|
|
public void InvertAllMarks()
|
|
{
|
|
InvertMarkedVertices();
|
|
InvertMarkedThings();
|
|
InvertMarkedLinedefs();
|
|
InvertMarkedSectors();
|
|
InvertMarkedSidedefs();
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all vertices.</summary>
|
|
public void InvertMarkedVertices()
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = !v.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all things.</summary>
|
|
public void InvertMarkedThings()
|
|
{
|
|
foreach(Thing t in things) t.Marked = !t.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all linedefs.</summary>
|
|
public void InvertMarkedLinedefs()
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = !l.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all sidedefs.</summary>
|
|
public void InvertMarkedSidedefs()
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = !s.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all sectors.</summary>
|
|
public void InvertMarkedSectors()
|
|
{
|
|
foreach(Sector s in sectors) s.Marked = !s.Marked;
|
|
}
|
|
|
|
/// <summary>Returns a collection of vertices that match a marked state.</summary>
|
|
public List<Vertex> GetMarkedVertices(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of things that match a marked state.</summary>
|
|
public List<Thing> GetMarkedThings(bool mark)
|
|
{
|
|
List<Thing> list = new List<Thing>(numthings >> 1);
|
|
foreach(Thing t in things) if(t.Marked == mark) list.Add(t);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of linedefs that match a marked state.</summary>
|
|
public List<Linedef> GetMarkedLinedefs(bool mark)
|
|
{
|
|
List<Linedef> list = new List<Linedef>(numlinedefs >> 1);
|
|
foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of sidedefs that match a marked state.</summary>
|
|
public List<Sidedef> GetMarkedSidedefs(bool mark)
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(numsidedefs >> 1);
|
|
foreach(Sidedef s in sidedefs) if(s.Marked == mark) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of sectors that match a marked state.</summary>
|
|
public List<Sector> GetMarkedSectors(bool mark)
|
|
{
|
|
List<Sector> list = new List<Sector>(numsectors >> 1);
|
|
foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>This marks vertices based on selected vertices.</summary>
|
|
public void MarkSelectedVertices(bool selected, bool mark)
|
|
{
|
|
foreach(Vertex v in sel_vertices) v.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks linedefs based on selected linedefs.</summary>
|
|
public void MarkSelectedLinedefs(bool selected, bool mark)
|
|
{
|
|
foreach(Linedef l in sel_linedefs) l.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks sectors based on selected sectors.</summary>
|
|
public void MarkSelectedSectors(bool selected, bool mark)
|
|
{
|
|
foreach(Sector s in sel_sectors) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks things based on selected things.</summary>
|
|
public void MarkSelectedThings(bool selected, bool mark)
|
|
{
|
|
foreach(Thing t in sel_things) t.Marked = mark;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the front and back sidedefs on linedefs with the matching mark.
|
|
/// </summary>
|
|
public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(l.Marked == matchmark)
|
|
{
|
|
if(l.Front != null) l.Front.Marked = setmark;
|
|
if(l.Back != null) l.Back.Marked = setmark;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the sidedefs that make up the sectors with the matching mark.
|
|
/// </summary>
|
|
public void MarkSidedefsFromSectors(bool matchmark, bool setmark)
|
|
{
|
|
foreach(Sidedef sd in sidedefs)
|
|
{
|
|
if(sd.Sector.Marked == matchmark) sd.Marked = setmark;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Marked == mark)
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// The difference with GetVerticesFromLinesMarks is that in this method
|
|
/// ALL linedefs of a vertex must match the specified marked state.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromAllLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
bool qualified = true;
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Marked != mark)
|
|
{
|
|
qualified = false;
|
|
break;
|
|
}
|
|
}
|
|
if(qualified) list.Add(v);
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromSectorsMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(((l.Front != null) && (l.Front.Sector != null) && (l.Front.Sector.Marked == mark)) ||
|
|
((l.Back != null) && (l.Back.Sector != null) && (l.Back.Sector.Marked == mark)))
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks all selected geometry, including sidedefs from sectors.
|
|
/// When sidedefsfromsectors is true, then the sidedefs are marked according to the
|
|
/// marked sectors. Otherwise the sidedefs are marked according to the marked linedefs.
|
|
/// </summary>
|
|
public void MarkAllSelectedGeometry(bool mark, bool linedefsfromvertices, bool verticesfromlinedefs, bool sectorsfromlinedefs, bool sidedefsfromsectors)
|
|
{
|
|
General.Map.Map.ClearAllMarks(!mark);
|
|
|
|
// Direct vertices
|
|
General.Map.Map.MarkSelectedVertices(true, mark);
|
|
|
|
// Direct linedefs
|
|
General.Map.Map.MarkSelectedLinedefs(true, mark);
|
|
|
|
// Linedefs from vertices
|
|
// We do this before "vertices from lines" because otherwise we get lines marked that we didn't select
|
|
if(linedefsfromvertices)
|
|
{
|
|
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark);
|
|
foreach(Linedef l in lines) l.Marked = mark;
|
|
}
|
|
|
|
// Vertices from linedefs
|
|
if(verticesfromlinedefs)
|
|
{
|
|
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(mark);
|
|
foreach(Vertex v in verts) v.Marked = mark;
|
|
}
|
|
|
|
// Mark sectors from linedefs (note: this must be the first to mark
|
|
// sectors, because this clears the sector marks!)
|
|
if(sectorsfromlinedefs)
|
|
{
|
|
General.Map.Map.ClearMarkedSectors(mark);
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
if(!l.Selected)
|
|
{
|
|
if(l.Front != null) l.Front.Sector.Marked = !mark;
|
|
if(l.Back != null) l.Back.Sector.Marked = !mark;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Direct sectors
|
|
General.Map.Map.MarkSelectedSectors(true, mark);
|
|
|
|
// Direct things
|
|
General.Map.Map.MarkSelectedThings(true, mark);
|
|
|
|
// Sidedefs from linedefs or sectors
|
|
if(sidedefsfromsectors)
|
|
General.Map.Map.MarkSidedefsFromSectors(true, mark);
|
|
else
|
|
General.Map.Map.MarkSidedefsFromLinedefs(true, mark);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Indexing
|
|
|
|
/// <summary>
|
|
/// Returns the vertex at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Vertex GetVertexByIndex(int index)
|
|
{
|
|
return index < numvertices ? vertices[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the linedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Linedef GetLinedefByIndex(int index)
|
|
{
|
|
return index < numlinedefs ? linedefs[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sidedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Sidedef GetSidedefByIndex(int index)
|
|
{
|
|
return index < numsidedefs ? sidedefs[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sector at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Sector GetSectorByIndex(int index)
|
|
{
|
|
return index < numsectors ? sectors[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the thing at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Thing GetThingByIndex(int index)
|
|
{
|
|
return index < numthings ? things[index] : null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Areas
|
|
|
|
/// <summary>This creates an initial, undefined area.</summary>
|
|
public static RectangleF CreateEmptyArea()
|
|
{
|
|
return new RectangleF(float.MaxValue / 2, float.MaxValue / 2, -float.MaxValue, -float.MaxValue);
|
|
}
|
|
|
|
/// <summary>This creates an area from vertices.</summary>
|
|
public static RectangleF CreateArea(ICollection<Vertex> verts)
|
|
{
|
|
float l = float.MaxValue;
|
|
float t = float.MaxValue;
|
|
float r = float.MinValue;
|
|
float b = float.MinValue;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.Position.x < l) l = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = v.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertices.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vertex> verts)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.Position.x < l) l = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = v.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given things.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Thing> things)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Thing th in things)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(th.Position.x < l) l = th.Position.x;
|
|
if(th.Position.x > r) r = th.Position.x;
|
|
if(th.Position.y < t) t = th.Position.y;
|
|
if(th.Position.y > b) b = th.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertices.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vector2D> verts)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Vector2D v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.x < l) l = v.x;
|
|
if(v.x > r) r = v.x;
|
|
if(v.y < t) t = v.y;
|
|
if(v.y > b) b = v.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertex.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, Vector2D vert)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Adjust boundaries by vertices
|
|
if(vert.x < l) l = vert.x;
|
|
if(vert.x > r) r = vert.x;
|
|
if(vert.y < t) t = vert.y;
|
|
if(vert.y > b) b = vert.y;
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This creates an area from linedefs.</summary>
|
|
public static RectangleF CreateArea(ICollection<Linedef> lines)
|
|
{
|
|
float l = float.MaxValue;
|
|
float t = float.MaxValue;
|
|
float r = float.MinValue;
|
|
float b = float.MinValue;
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef ld in lines)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(ld.Start.Position.x < l) l = ld.Start.Position.x;
|
|
if(ld.Start.Position.x > r) r = ld.Start.Position.x;
|
|
if(ld.Start.Position.y < t) t = ld.Start.Position.y;
|
|
if(ld.Start.Position.y > b) b = ld.Start.Position.y;
|
|
if(ld.End.Position.x < l) l = ld.End.Position.x;
|
|
if(ld.End.Position.x > r) r = ld.End.Position.x;
|
|
if(ld.End.Position.y < t) t = ld.End.Position.y;
|
|
if(ld.End.Position.y > b) b = ld.End.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This filters lines by a rectangular area.</summary>
|
|
public static ICollection<Linedef> FilterByArea(ICollection<Linedef> lines, ref RectangleF area)
|
|
{
|
|
ICollection<Linedef> newlines = new List<Linedef>(lines.Count);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check the cs field bits
|
|
if ((GetCSFieldBits(l.Start.Position, area) & GetCSFieldBits(l.End.Position, area)) == 0)
|
|
{
|
|
// The line could be in the area
|
|
newlines.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newlines;
|
|
}
|
|
|
|
/// <summary> This returns the cohen-sutherland field bits for a vector in a rectangle area</summary>
|
|
public static int GetCSFieldBits(Vector2D v, RectangleF area)
|
|
{
|
|
int bits = 0;
|
|
if(v.y < area.Top) bits |= 0x01;
|
|
if(v.y > area.Bottom) bits |= 0x02;
|
|
if(v.x < area.Left) bits |= 0x04;
|
|
if(v.x > area.Right) bits |= 0x08;
|
|
return bits;
|
|
}
|
|
|
|
/// <summary>This filters vertices by a rectangular area.</summary>
|
|
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref RectangleF area)
|
|
{
|
|
ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
|
|
|
|
// Go for all verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Within rect?
|
|
if((v.Position.x < area.Left) || (v.Position.x > area.Right) ||
|
|
(v.Position.y < area.Top) || (v.Position.y > area.Bottom)) continue;
|
|
|
|
// The vertex is in the area
|
|
newverts.Add(v);
|
|
}
|
|
|
|
// Return result
|
|
return newverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Stitching
|
|
|
|
/// <summary>
|
|
/// Stitches marked geometry with non-marked geometry. Returns false when the operation failed.
|
|
/// </summary>
|
|
public bool StitchGeometry()
|
|
{
|
|
ICollection<Linedef> movinglines;
|
|
ICollection<Linedef> fixedlines;
|
|
ICollection<Vertex> nearbyfixedverts;
|
|
ICollection<Vertex> movingverts;
|
|
ICollection<Vertex> fixedverts;
|
|
RectangleF editarea;
|
|
|
|
// Find vertices
|
|
movingverts = General.Map.Map.GetMarkedVertices(true);
|
|
fixedverts = General.Map.Map.GetMarkedVertices(false);
|
|
|
|
// Find lines that moved during the drag
|
|
movinglines = LinedefsFromMarkedVertices(false, true, true);
|
|
|
|
// Find all non-moving lines
|
|
fixedlines = LinedefsFromMarkedVertices(true, false, false);
|
|
|
|
// Determine area in which we are editing
|
|
editarea = MapSet.CreateArea(movinglines);
|
|
editarea = MapSet.IncreaseArea(editarea, movingverts);
|
|
editarea.Inflate(1.0f, 1.0f);
|
|
|
|
// Join nearby vertices
|
|
BeginAddRemove();
|
|
MapSet.JoinVertices(fixedverts, movingverts, true, MapSet.STITCH_DISTANCE);
|
|
EndAddRemove();
|
|
|
|
// Update cached values of lines because we need their length/angle
|
|
Update(true, false);
|
|
|
|
BeginAddRemove();
|
|
|
|
// Split moving lines with unselected vertices
|
|
nearbyfixedverts = MapSet.FilterByArea(fixedverts, ref editarea);
|
|
if(!MapSet.SplitLinesByVertices(movinglines, nearbyfixedverts, MapSet.STITCH_DISTANCE, movinglines))
|
|
return false;
|
|
|
|
// Split non-moving lines with selected vertices
|
|
fixedlines = MapSet.FilterByArea(fixedlines, ref editarea);
|
|
if(!MapSet.SplitLinesByVertices(fixedlines, movingverts, MapSet.STITCH_DISTANCE, movinglines))
|
|
return false;
|
|
|
|
// Remove looped linedefs
|
|
MapSet.RemoveLoopedLinedefs(movinglines);
|
|
|
|
// Join overlapping lines
|
|
if(!MapSet.JoinOverlappingLines(movinglines))
|
|
return false;
|
|
|
|
EndAddRemove();
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry Tools
|
|
|
|
/// <summary>This removes any virtual sectors in the map and returns the number of sectors removed.</summary>
|
|
public int RemoveVirtualSectors()
|
|
{
|
|
int count = 0;
|
|
int index = 0;
|
|
|
|
// Go for all sectors
|
|
while(index < numsectors)
|
|
{
|
|
// Remove when virtual
|
|
if(sectors[index].Fields.ContainsKey(VIRTUAL_SECTOR_FIELD))
|
|
{
|
|
sectors[index].Dispose();
|
|
count++;
|
|
}
|
|
else
|
|
{
|
|
index++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>This removes unused sectors and returns the number of removed sectors.</summary>
|
|
public int RemoveUnusedSectors(bool reportwarnings)
|
|
{
|
|
int count = 0;
|
|
int index = numsectors - 1;
|
|
|
|
// Go for all sectors
|
|
while(index >= 0)
|
|
{
|
|
// Remove when unused
|
|
if(sectors[index].Sidedefs.Count == 0)
|
|
{
|
|
if(reportwarnings)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed.");
|
|
|
|
sectors[index].Dispose();
|
|
count++;
|
|
}
|
|
|
|
index--;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>This joins overlapping lines together. Returns false when the operation failed.</summary>
|
|
public static bool JoinOverlappingLines(ICollection<Linedef> lines)
|
|
{
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l1 in lines)
|
|
{
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.Start.Linedefs)
|
|
{
|
|
//mxd. The same line?
|
|
if(l1.Index == l2.Index) continue;
|
|
|
|
// Sharing vertices?
|
|
if((l1.End == l2.End) ||
|
|
(l1.End == l2.Start))
|
|
{
|
|
bool oppositedirection = (l1.End == l2.Start);
|
|
bool l2marked = l2.Marked;
|
|
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l2));
|
|
if(!l2.Join(l1)) return false;
|
|
|
|
// If l2 was marked as new geometry, we have to make sure
|
|
// that l1's FrontInterior is correct for the drawing procedure
|
|
if(l2marked)
|
|
{
|
|
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
|
|
}
|
|
// If l1 is marked as new geometry, we may need to flip it to preserve
|
|
// orientation of the original geometry, and update its FrontInterior
|
|
else if(l1.Marked)
|
|
{
|
|
if(oppositedirection)
|
|
{
|
|
l1.FlipVertices(); // This also flips FrontInterior
|
|
l1.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.End.Linedefs)
|
|
{
|
|
//mxd. The same line?
|
|
if(l1.Index == l2.Index) continue;
|
|
|
|
// Sharing vertices?
|
|
if((l1.Start == l2.End) ||
|
|
(l1.Start == l2.Start))
|
|
{
|
|
bool oppositedirection = (l1.Start == l2.End);
|
|
bool l2marked = l2.Marked;
|
|
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l2));
|
|
if(!l2.Join(l1)) return false;
|
|
|
|
// If l2 was marked as new geometry, we have to make sure
|
|
// that l1's FrontInterior is correct for the drawing procedure
|
|
if(l2marked)
|
|
{
|
|
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
|
|
}
|
|
// If l1 is marked as new geometry, we may need to flip it to preserve
|
|
// orientation of the original geometry, and update its FrontInterior
|
|
else if(l1.Marked)
|
|
{
|
|
if(oppositedirection)
|
|
{
|
|
l1.FlipVertices(); // This also flips FrontInterior
|
|
l1.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return true;
|
|
}
|
|
|
|
/// <summary>This removes looped linedefs (linedefs which reference the same vertex for
|
|
/// start and end) and returns the number of linedefs removed.</summary>
|
|
public static int RemoveLoopedLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int linesremoved = 0;
|
|
bool removedline;
|
|
|
|
do
|
|
{
|
|
// Nothing removed yet
|
|
removedline = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check if referencing the same vertex twice
|
|
if(l.Start == l.End)
|
|
{
|
|
// Remove this line
|
|
while(lines.Remove(l));
|
|
l.Dispose();
|
|
linesremoved++;
|
|
removedline = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while(removedline);
|
|
|
|
// Return result
|
|
return linesremoved;
|
|
}
|
|
|
|
/// <summary>This joins nearby vertices from two collections. This does NOT join vertices
|
|
/// within the same collection, only if they exist in both collections.
|
|
/// The vertex from the second collection is moved to match the first vertex.
|
|
/// When keepsecond is true, the vertex in the second collection is kept,
|
|
/// otherwise the vertex in the first collection is kept.
|
|
/// Returns the number of joins made.</summary>
|
|
public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
|
|
{
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the first set
|
|
foreach(Vertex v1 in set1)
|
|
{
|
|
// Go for all vertices in the second set
|
|
foreach(Vertex v2 in set2)
|
|
{
|
|
// Check if vertices are close enough
|
|
if(v1.DistanceToSq(v2.Position) <= joindist2)
|
|
{
|
|
// Check if not the same vertex
|
|
if(v1 != v2)
|
|
{
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Check which one to keep
|
|
if(keepsecond)
|
|
{
|
|
// Join the first into the second
|
|
// Second is kept, first is removed
|
|
v1.Join(v2);
|
|
set1.Remove(v1);
|
|
set2.Remove(v1);
|
|
}
|
|
else
|
|
{
|
|
// Join the second into the first
|
|
// First is kept, second is removed
|
|
v2.Join(v1);
|
|
set1.Remove(v2);
|
|
set2.Remove(v2);
|
|
}
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
/// <summary>This joins nearby vertices in the same collection </summary>
|
|
public static int JoinVertices(List<Vertex> set, float joindist) {
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
Vertex v1, v2;
|
|
|
|
do {
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the first set
|
|
for(int i = 0; i < set.Count - 1; i++) {
|
|
for(int c = i + 1; c < set.Count; c++) {
|
|
v1 = set[i];
|
|
v2 = set[c];
|
|
|
|
// Check if vertices are close enough
|
|
if (v1.DistanceToSq(v2.Position) <= joindist2) {
|
|
// Check if not the same vertex
|
|
if (v1.Index != v2.Index) {
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Join the second into the first
|
|
v2.Join(v1);
|
|
set.Remove(v2);
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
/// <summary>This corrects lines that have a back sidedef but no front sidedef by flipping them. Returns the number of flips made.</summary>
|
|
public static int FlipBackwardLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int flipsdone = 0;
|
|
|
|
// Examine all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Back side but no front side?
|
|
if((l.Back != null) && (l.Front == null))
|
|
{
|
|
// Flip that linedef!
|
|
l.FlipVertices();
|
|
l.FlipSidedefs();
|
|
flipsdone++;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return flipsdone;
|
|
}
|
|
|
|
/// <summary>This splits the given lines with the given vertices. All affected lines
|
|
/// will be added to changedlines. Returns false when the operation failed.</summary>
|
|
public static bool SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines)
|
|
{
|
|
if (verts.Count == 0 || lines.Count == 0) return true; //mxd
|
|
|
|
float splitdist2 = splitdist * splitdist;
|
|
bool splitted;
|
|
|
|
//mxd. Create blockmap
|
|
RectangleF area = CreateArea(lines);
|
|
IncreaseArea(area, verts);
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddVerticesSet(verts);
|
|
blockmap.AddLinedefsSet(lines);
|
|
int bmWidth = blockmap.Size.Width;
|
|
int bmHeight = blockmap.Size.Height;
|
|
BlockEntry[,] bmap = blockmap.Map;
|
|
BlockEntry block;
|
|
int w, h;
|
|
|
|
do
|
|
{
|
|
// No split yet
|
|
splitted = false;
|
|
|
|
for(w = 0; w < bmWidth; w++) {
|
|
for(h = 0; h < bmHeight; h++) {
|
|
block = bmap[w, h];
|
|
if(block.Vertices.Count == 0 || block.Lines.Count == 0) continue;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in block.Lines) {
|
|
// Go for all the vertices
|
|
foreach(Vertex v in block.Vertices) {
|
|
// Check if v is close enough to l for splitting
|
|
if(l.DistanceToSq(v.Position, true) <= splitdist2) {
|
|
// Line is not already referencing v?
|
|
Vector2D deltastart = l.Start.Position - v.Position;
|
|
Vector2D deltaend = l.End.Position - v.Position;
|
|
if(((Math.Abs(deltastart.x) > 0.001f) || (Math.Abs(deltastart.y) > 0.001f)) &&
|
|
((Math.Abs(deltaend.x) > 0.001f) || (Math.Abs(deltaend.y) > 0.001f))) {
|
|
// Split line l with vertex v
|
|
Linedef nl = l.Split(v);
|
|
if(nl == null) return false;
|
|
|
|
// Add the new line to the list
|
|
lines.Add(nl);
|
|
blockmap.AddLinedef(nl);
|
|
|
|
// Both lines must be updated because their new length
|
|
// is relevant for next iterations!
|
|
l.UpdateCache();
|
|
nl.UpdateCache();
|
|
|
|
// Add both lines to changedlines
|
|
if(changedlines != null) {
|
|
changedlines.Add(l);
|
|
changedlines.Add(nl);
|
|
}
|
|
|
|
// Count the split
|
|
splitted = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when splitted
|
|
// TODO: If we make (linked) lists from the collections first,
|
|
// we don't have to restart when splitted?
|
|
if(splitted) break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while(splitted);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>This finds the side closest to the specified position.</summary>
|
|
public static Sidedef NearestSidedef(ICollection<Sidedef> selection, Vector2D pos)
|
|
{
|
|
Sidedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all sidedefs in selection
|
|
foreach(Sidedef sd in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = sd.Line.SafeDistanceToSq(pos, true);
|
|
if(d == distance)
|
|
{
|
|
// Same distance, so only pick the one that is on the right side of the line
|
|
float side = sd.Line.SideOfLine(pos);
|
|
if(((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront))
|
|
{
|
|
closest = sd;
|
|
distance = d;
|
|
}
|
|
}
|
|
else if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = sd;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, float maxrange)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance && d <= maxrangesq)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>mxd. This finds the line closest to the specified position excluding given list of linedefs.</summary>
|
|
public Linedef NearestLinedef(Vector2D pos, List<Linedef> linesToExclude) {
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs) {
|
|
if(linesToExclude.Contains(l)) continue;
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance) {
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
|
|
{
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = v.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
|
|
{
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = t.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>mxd. This finds the thing closest to the specified thing.</summary>
|
|
public static Thing NearestThing(ICollection<Thing> selection, Thing thing) {
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection) {
|
|
if(t == thing) continue;
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
d = t.DistanceToSq(thing.Position);
|
|
if(d < distance) {
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
float d, px, py;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
px = v.Position.x;
|
|
py = v.Position.y;
|
|
|
|
//mxd. Within range?
|
|
if((v.Position.x < range.Left) || (v.Position.x > range.Right)
|
|
|| (v.Position.y < range.Top) || (v.Position.y > range.Bottom))
|
|
continue;
|
|
|
|
// Close than previous find?
|
|
d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float d, px, py;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
px = t.Position.x;
|
|
py = t.Position.y;
|
|
|
|
//mxd. Within range?
|
|
if(px < range.Left - t.Size || px > range.Right + t.Size || py < range.Top - t.Size || py > range.Bottom + t.Size) continue;
|
|
|
|
// Close than previous find?
|
|
d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
/// <summary>This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.</summary>
|
|
public void SnapAllToAccuracy()
|
|
{
|
|
foreach(Vertex v in vertices) v.SnapToAccuracy();
|
|
foreach(Thing t in things) t.SnapToAccuracy();
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number.</summary>
|
|
public int GetNewTag()
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, false, usedtags);
|
|
ForAllTags(NewTagHandler, true, usedtags);
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns the tag number, which is not used by any map element of given type. This method doesn't check action arguments!</summary>
|
|
public int GetNewTag(UniversalType elementType)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
|
|
switch(elementType) {
|
|
case UniversalType.ThingTag:
|
|
for(int i = 0; i < things.Length; i++) {
|
|
if(things[i].Tag > 0 && !usedtags.ContainsKey(things[i].Tag))
|
|
usedtags.Add(things[i].Tag, false);
|
|
}
|
|
break;
|
|
|
|
case UniversalType.LinedefTag:
|
|
for(int i = 0; i < linedefs.Length; i++) {
|
|
if(linedefs[i].Tag > 0 && !usedtags.ContainsKey(linedefs[i].Tag))
|
|
usedtags.Add(linedefs[i].Tag, false);
|
|
}
|
|
break;
|
|
|
|
case UniversalType.SectorTag:
|
|
for(int i = 0; i < sectors.Length; i++) {
|
|
if(sectors[i].Tag > 0 && !usedtags.ContainsKey(sectors[i].Tag))
|
|
usedtags.Add(sectors[i].Tag, false);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
|
|
public int GetNewTag(bool marked)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, marked, usedtags);
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number.</summary>
|
|
public List<int> GetMultipleNewTags(int count)
|
|
{
|
|
List<int> newtags = new List<int>(count);
|
|
if(count > 0)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, false, usedtags);
|
|
ForAllTags(NewTagHandler, true, usedtags);
|
|
|
|
// Find unused tags and add them
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
{
|
|
if(!usedtags.ContainsKey(i))
|
|
{
|
|
newtags.Add(i);
|
|
if(newtags.Count == count) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newtags;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
|
|
public List<int> GetMultipleNewTags(int count, bool marked)
|
|
{
|
|
List<int> newtags = new List<int>(count);
|
|
if(count > 0)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, marked, usedtags);
|
|
|
|
// Find unused tags and add them
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
{
|
|
if(!usedtags.ContainsKey(i))
|
|
{
|
|
newtags.Add(i);
|
|
if(newtags.Count == count) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newtags;
|
|
}
|
|
|
|
// Handler for finding a new tag
|
|
private static void NewTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, bool> usedtags)
|
|
{
|
|
usedtags[value] = true;
|
|
}
|
|
|
|
/// <summary>This calls a function for all tag fields in the marked or unmarked geometry. The obj parameter can be anything you wish to pass on to your TagHandler function.</summary>
|
|
public void ForAllTags<T>(TagHandler<T> handler, bool marked, T obj)
|
|
{
|
|
// Remove tags from sectors
|
|
foreach(Sector s in sectors)
|
|
if(s.Marked == marked)
|
|
{
|
|
int tag = s.Tag;
|
|
handler(s, false, UniversalType.SectorTag, ref tag, obj);
|
|
if(tag != s.Tag) s.Tag = tag;
|
|
}
|
|
|
|
// Remove tags from things
|
|
if(General.Map.FormatInterface.HasThingTag)
|
|
{
|
|
foreach(Thing t in things)
|
|
if(t.Marked == marked)
|
|
{
|
|
int tag = t.Tag;
|
|
handler(t, false, UniversalType.ThingTag, ref tag, obj);
|
|
if(tag != t.Tag) t.Tag = tag;
|
|
}
|
|
}
|
|
|
|
// Remove tags from thing actions
|
|
if(General.Map.FormatInterface.HasThingAction &&
|
|
General.Map.FormatInterface.HasActionArgs)
|
|
{
|
|
foreach(Thing t in things)
|
|
{
|
|
if(t.Marked == marked)
|
|
{
|
|
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(t.Action);
|
|
for(int i = 0; i < Thing.NUM_ARGS; i++)
|
|
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
|
|
{
|
|
int tag = t.Args[i];
|
|
handler(t, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
|
|
if(tag != t.Args[i]) t.Args[i] = tag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove tags from linedefs
|
|
if(General.Map.FormatInterface.HasLinedefTag)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
if(l.Marked == marked)
|
|
{
|
|
int tag = l.Tag;
|
|
handler(l, false, UniversalType.LinedefTag, ref tag, obj);
|
|
if(tag != l.Tag) l.Tag = tag;
|
|
}
|
|
}
|
|
|
|
// Remove tags from linedef actions
|
|
if(General.Map.FormatInterface.HasActionArgs)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(l.Marked == marked)
|
|
{
|
|
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(l.Action);
|
|
for(int i = 0; i < Linedef.NUM_ARGS; i++)
|
|
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
|
|
{
|
|
int tag = l.Args[i];
|
|
handler(l, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
|
|
if(tag != l.Args[i]) l.Args[i] = tag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This checks if the given action argument type is a tag type
|
|
private static bool CheckIsTagType(int argtype)
|
|
{
|
|
return (argtype == (int)UniversalType.LinedefTag) ||
|
|
(argtype == (int)UniversalType.SectorTag) ||
|
|
(argtype == (int)UniversalType.ThingTag);
|
|
}
|
|
|
|
/// <summary>This makes a list of lines related to marked vertices.
|
|
/// A line is unstable when one vertex is marked and the other isn't.</summary>
|
|
public ICollection<Linedef> LinedefsFromMarkedVertices(bool includeunselected, bool includestable, bool includeunstable)
|
|
{
|
|
List<Linedef> list = new List<Linedef>((numlinedefs / 2) + 1);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Check if this is to be included
|
|
if((includestable && (l.Start.Marked && l.End.Marked)) ||
|
|
(includeunstable && (l.Start.Marked ^ l.End.Marked)) ||
|
|
(includeunselected && (!l.Start.Marked && !l.End.Marked)))
|
|
{
|
|
// Add to list
|
|
list.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
/// <summary>This makes a list of unstable lines from the given vertices.
|
|
/// A line is unstable when one vertex is selected and the other isn't.</summary>
|
|
public static ICollection<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
|
|
{
|
|
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Go for all lines
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
// If the line exists in the list
|
|
if(lines.ContainsKey(l))
|
|
{
|
|
// Remove it
|
|
lines.Remove(l);
|
|
}
|
|
// Otherwise add it
|
|
else
|
|
{
|
|
// Add the line
|
|
lines.Add(l, l);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return new List<Linedef>(lines.Values);
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns a sector if given coordinates are inside one.</summary>
|
|
public Sector GetSectorByCoordinates(Vector2D pos) {
|
|
List<Linedef> lines = new List<Linedef>(10);
|
|
|
|
foreach (Sector s in sectors) {
|
|
if(pos.x < s.BBox.Left || pos.x > s.BBox.Right || pos.y < s.BBox.Top || pos.y > s.BBox.Bottom) continue;
|
|
foreach (Sidedef side in s.Sidedefs) lines.Add(side.Line);
|
|
}
|
|
|
|
Linedef nl = NearestLinedef(lines, pos);
|
|
if(nl != null) {
|
|
// Check what side of line we are at
|
|
if(nl.SideOfLine(pos) < 0f) {
|
|
// Front side
|
|
if(nl.Front != null) return nl.Front.Sector;
|
|
} else {
|
|
// Back side
|
|
if(nl.Back != null) return nl.Back.Sector;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
|
|
|
|
/// <summary>This finds the closest unselected linedef that is not connected to the given vertex.</summary>
|
|
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
|
|
{
|
|
Linedef closest = null;
|
|
distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
float d;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (d < distance))
|
|
{
|
|
// Check if not selected
|
|
|
|
// Check if linedef is not connected to v
|
|
if((l.Start != v) && (l.End != v))
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This performs sidedefs compression
|
|
// Note: Only use this for saving, because this messes up the expected data structure horribly.
|
|
internal void CompressSidedefs()
|
|
{
|
|
Dictionary<uint, List<Sidedef>> storedsides = new Dictionary<uint, List<Sidedef>>(numsidedefs);
|
|
int originalsidescount = numsidedefs;
|
|
float starttime = Clock.CurrentTime;
|
|
|
|
BeginAddRemove();
|
|
|
|
int sn = 0;
|
|
while(sn < numsidedefs)
|
|
{
|
|
Sidedef stored = null;
|
|
Sidedef snsd = sidedefs[sn];
|
|
|
|
// Check if checksum is stored
|
|
bool samesidedef = false;
|
|
uint checksum = snsd.GetChecksum();
|
|
bool checksumstored = storedsides.ContainsKey(checksum);
|
|
if(checksumstored)
|
|
{
|
|
List<Sidedef> othersides = storedsides[checksum];
|
|
foreach(Sidedef os in othersides)
|
|
{
|
|
// They must be in the same sector
|
|
if (snsd.Sector == os.Sector)
|
|
{
|
|
// Check if sidedefs are really the same
|
|
stored = os;
|
|
MemoryStream sidemem = new MemoryStream(1024);
|
|
SerializerStream sidedata = new SerializerStream(sidemem);
|
|
MemoryStream othermem = new MemoryStream(1024);
|
|
SerializerStream otherdata = new SerializerStream(othermem);
|
|
snsd.ReadWrite(sidedata);
|
|
os.ReadWrite(otherdata);
|
|
if (sidemem.Length == othermem.Length)
|
|
{
|
|
samesidedef = true;
|
|
sidemem.Seek(0, SeekOrigin.Begin);
|
|
othermem.Seek(0, SeekOrigin.Begin);
|
|
for (int i = 0; i < sidemem.Length; i++)
|
|
{
|
|
if (sidemem.ReadByte() != othermem.ReadByte())
|
|
{
|
|
samesidedef = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (samesidedef) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Same sidedef?
|
|
if(samesidedef)
|
|
{
|
|
// Replace with stored sidedef
|
|
bool isfront = snsd.IsFront;
|
|
Linedef ld = snsd.Line;
|
|
snsd.Line.DetachSidedefP(snsd);
|
|
if(isfront)
|
|
ld.AttachFront(stored);
|
|
else
|
|
ld.AttachBack(stored);
|
|
|
|
// Remove the sidedef
|
|
snsd.SetSector(null);
|
|
RemoveSidedef(sn);
|
|
}
|
|
else
|
|
{
|
|
// Store this new one
|
|
if(checksumstored)
|
|
{
|
|
storedsides[checksum].Add(snsd);
|
|
}
|
|
else
|
|
{
|
|
List<Sidedef> newlist = new List<Sidedef>(4) {snsd};
|
|
storedsides.Add(checksum, newlist);
|
|
}
|
|
|
|
// Next
|
|
sn++;
|
|
}
|
|
}
|
|
|
|
EndAddRemove();
|
|
|
|
// Output info
|
|
float endtime = Clock.CurrentTime;
|
|
float deltatimesec = (endtime - starttime) / 1000.0f;
|
|
float ratio = 100.0f - ((numsidedefs / (float)originalsidescount) * 100.0f);
|
|
General.WriteLogLine("Sidedefs compressed: " + numsidedefs + " remaining out of " + originalsidescount + " (" + ratio.ToString("########0.00") + "%) in " + deltatimesec.ToString("########0.00") + " seconds");
|
|
}
|
|
|
|
// This converts flags and activations to UDMF fields
|
|
internal void TranslateToUDMF()
|
|
{
|
|
foreach(Linedef l in linedefs) l.TranslateToUDMF();
|
|
foreach(Thing t in things) t.TranslateToUDMF();
|
|
}
|
|
|
|
// This converts UDMF fields back into flags and activations
|
|
// NOTE: Only converts the marked items
|
|
internal void TranslateFromUDMF()
|
|
{
|
|
foreach(Linedef l in linedefs) if(l.Marked) l.TranslateFromUDMF();
|
|
foreach(Thing t in things) if(t.Marked) t.TranslateFromUDMF();
|
|
}
|
|
|
|
/// <summary>This removes unused vertices.</summary>
|
|
public void RemoveUnusedVertices()
|
|
{
|
|
// Go for all vertices
|
|
int index = numvertices - 1;
|
|
while(index >= 0)
|
|
{
|
|
if((vertices[index] != null) && (vertices[index].Linedefs.Count == 0))
|
|
vertices[index].Dispose();
|
|
else
|
|
index--;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void UpdateCustomLinedefColors()
|
|
{
|
|
foreach(Linedef l in linedefs) l.UpdateColorPreset();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|