UltimateZoneBuilder/Source/Plugins/BuilderModes/General/BuilderModesTools.cs
2019-12-26 00:39:15 +01:00

798 lines
28 KiB
C#
Executable file

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
#region ================== Structs
// A struct, which contains information about visual sides connected to start and end of given visual side
internal class SortedVisualSide
{
internal readonly BaseVisualGeometrySidedef Side;
internal readonly Vector2D Start;
internal readonly Vector2D End;
internal Rectangle Bounds;
internal Rectangle GlobalBounds;
internal readonly Dictionary<SortedVisualSide, bool> NextSides;
internal readonly Dictionary<SortedVisualSide, bool> PreviousSides;
internal readonly int Index;
internal int GroupIndex = -1;
private static int index;
//Initial texture coordinates
private readonly float OffsetX;
private readonly float OffsetY;
private readonly float ControlSideOffsetX;
private readonly float ControlSideOffsetY;
private readonly float ScaleX;
private readonly float ScaleY;
internal SortedVisualSide(BaseVisualGeometrySidedef side)
{
Side = side;
Bounds = BuilderModesTools.GetSidedefPartSize(side);
Index = index++;
if(side.Sidedef.Line.Front == side.Sidedef)
{
Start = side.Sidedef.Line.Start.Position;
End = side.Sidedef.Line.End.Position;
}
else
{
Start = side.Sidedef.Line.End.Position;
End = side.Sidedef.Line.Start.Position;
}
switch(side.GeometryType)
{
case VisualGeometryType.WALL_UPPER:
OffsetX = UniFields.GetFloat(side.Sidedef.Fields, "offsetx_top");
OffsetY = UniFields.GetFloat(side.Sidedef.Fields, "offsety_top");
ScaleX = UniFields.GetFloat(side.Sidedef.Fields, "scalex_top", 1.0f);
ScaleY = UniFields.GetFloat(side.Sidedef.Fields, "scaley_top", 1.0f);
break;
case VisualGeometryType.WALL_MIDDLE:
OffsetX = UniFields.GetFloat(side.Sidedef.Fields, "offsetx_mid");
OffsetY = UniFields.GetFloat(side.Sidedef.Fields, "offsety_mid");
ScaleX = UniFields.GetFloat(side.Sidedef.Fields, "scalex_mid", 1.0f);
ScaleY = UniFields.GetFloat(side.Sidedef.Fields, "scaley_mid", 1.0f);
break;
case VisualGeometryType.WALL_MIDDLE_3D:
Sidedef cs = side.GetControlLinedef().Front;
ControlSideOffsetX = cs.OffsetX + UniFields.GetFloat(cs.Fields, "offsetx_mid");
OffsetX = UniFields.GetFloat(side.Sidedef.Fields, "offsetx_mid");
ControlSideOffsetY = cs.OffsetY + UniFields.GetFloat(cs.Fields, "offsety_mid");
OffsetY = UniFields.GetFloat(side.Sidedef.Fields, "offsety_mid");
ScaleX = UniFields.GetFloat(cs.Fields, "scalex_mid", 1.0f);
ScaleY = UniFields.GetFloat(cs.Fields, "scaley_mid", 1.0f);
break;
case VisualGeometryType.WALL_LOWER:
OffsetX = UniFields.GetFloat(side.Sidedef.Fields, "offsetx_bottom");
OffsetY = UniFields.GetFloat(side.Sidedef.Fields, "offsety_bottom");
ScaleX = UniFields.GetFloat(side.Sidedef.Fields, "scalex_bottom", 1.0f);
ScaleY = UniFields.GetFloat(side.Sidedef.Fields, "scaley_bottom", 1.0f);
break;
}
NextSides = new Dictionary<SortedVisualSide, bool>();
PreviousSides = new Dictionary<SortedVisualSide, bool>();
}
internal void OnTextureFit(FitTextureOptions options)
{
options.Bounds = Bounds;
options.GlobalBounds = GlobalBounds;
options.InitialOffsetX = OffsetX;
options.InitialOffsetY = OffsetY;
options.ControlSideOffsetX = ControlSideOffsetX;
options.ControlSideOffsetY = ControlSideOffsetY;
options.InitialScaleX = ScaleX;
options.InitialScaleY = ScaleY;
Side.OnTextureFit(options);
}
}
#endregion
internal static class BuilderModesTools
{
#region ================== Sidedef
internal static Rectangle GetSidedefPartSize(BaseVisualGeometrySidedef side)
{
// We are interested in width, height and vertical position only
float miny = float.MaxValue;
float maxy = float.MinValue;
foreach(WorldVertex v in side.Vertices)
{
if(v.z < miny) miny = v.z;
else if(v.z > maxy) maxy = v.z;
}
return new Rectangle(0, (int)Math.Round(-maxy), Math.Max(1, (int)Math.Round(side.Sidedef.Line.Length)), (int)Math.Round(maxy - miny));
}
public static Rectangle GetSidedefPartSize(Sidedef side, VisualGeometryType type)
{
Rectangle rect = new Rectangle(0, 0, Math.Max(1, (int)Math.Round(side.Line.Length)), 0);
switch(type)
{
case VisualGeometryType.WALL_LOWER:
if(side.LowRequired())
{
rect.Y = -side.Other.Sector.FloorHeight;
rect.Height = side.GetLowHeight();
}
break;
case VisualGeometryType.WALL_UPPER:
if(side.HighRequired())
{
rect.Y = -side.Sector.CeilHeight;
rect.Height = side.GetHighHeight();
}
break;
case VisualGeometryType.WALL_MIDDLE:
if(side.MiddleRequired())
{
rect.Y = -side.Sector.CeilHeight;
}
else if(side.Other.Sector != null) // Double-sided
{
rect.Y = -Math.Min(side.Sector.CeilHeight, side.Other.Sector.CeilHeight);
}
rect.Height = side.GetMiddleHeight();
break;
default:
throw new NotImplementedException("GetSidedefPartSize: got unsupported geometry type: \"" + type + "\"");
}
return rect;
}
public static List<SortedVisualSide> SortVisualSides(IEnumerable<BaseVisualGeometrySidedef> tosort)
{
List<SortedVisualSide> result = new List<SortedVisualSide>();
// Sort by texture
Dictionary<long, List<BaseVisualGeometrySidedef>> sidesbytexture = new Dictionary<long, List<BaseVisualGeometrySidedef>>();
foreach(BaseVisualGeometrySidedef side in tosort)
{
long texturelong;
if(side is VisualLower) texturelong = side.Sidedef.LongLowTexture;
else if(side is VisualUpper) texturelong = side.Sidedef.LongHighTexture;
else if(side is VisualMiddle3D) texturelong = side.GetControlLinedef().Front.LongMiddleTexture;
else texturelong = side.Sidedef.LongMiddleTexture;
if(texturelong == MapSet.EmptyLongName) continue; //not interested...
if(!sidesbytexture.ContainsKey(texturelong)) sidesbytexture.Add(texturelong, new List<BaseVisualGeometrySidedef>());
sidesbytexture[texturelong].Add(side);
}
// Connect sides
foreach(KeyValuePair<long, List<BaseVisualGeometrySidedef>> pair in sidesbytexture)
{
// Create strips
Dictionary<int, List<SortedVisualSide>> strips = ConnectSides(pair.Value);
// Calculate global bounds...
foreach(List<SortedVisualSide> group in strips.Values)
{
int minx = int.MaxValue;
int maxx = int.MinValue;
int miny = int.MaxValue;
int maxy = int.MinValue;
foreach(SortedVisualSide side in group)
{
if(side.Bounds.X < minx) minx = side.Bounds.X;
if(side.Bounds.X + side.Bounds.Width > maxx) maxx = side.Bounds.X + side.Bounds.Width;
if(side.Bounds.Y < miny) miny = side.Bounds.Y;
if(side.Bounds.Y + side.Bounds.Height > maxy) maxy = side.Bounds.Y + side.Bounds.Height;
}
Rectangle bounds = new Rectangle(minx, miny, maxx - minx, maxy - miny);
// Normalize Y-offset
int offsety = bounds.Y;
bounds.Y = 0;
// Apply changes
foreach(SortedVisualSide side in group)
{
side.Bounds.Y -= offsety;
side.GlobalBounds = bounds;
}
// Add to result
result.AddRange(group);
}
}
return result;
}
// Connect sides, left to right and sort them into connected groups
// NextSides - sides connected to the right (Start) vertex,
// PreviousSides - sides connected to the left (End) vertex
private static Dictionary<int, List<SortedVisualSide>> ConnectSides(List<BaseVisualGeometrySidedef> allsides)
{
Dictionary<int, List<SortedVisualSide>> result = new Dictionary<int, List<SortedVisualSide>>();
List<SortedVisualSide> sides = new List<SortedVisualSide>(allsides.Count);
int groupindex = 0;
foreach(BaseVisualGeometrySidedef side in allsides)
{
sides.Add(new SortedVisualSide(side));
}
foreach(SortedVisualSide curside in sides)
{
if(curside.GroupIndex == -1) curside.GroupIndex = groupindex++;
// Find sides connected to the end of curside
foreach(SortedVisualSide nextside in sides)
{
if(curside.Index == nextside.Index) continue;
if(nextside.Start == curside.End && nextside.End != curside.Start)
{
// Add both ways
if(!nextside.PreviousSides.ContainsKey(curside))
{
nextside.PreviousSides.Add(curside, false);
nextside.GroupIndex = curside.GroupIndex;
}
if(!curside.NextSides.ContainsKey(nextside))
{
curside.NextSides.Add(nextside, false);
nextside.GroupIndex = curside.GroupIndex;
}
}
}
// Find sides connected to the start of curside
foreach(SortedVisualSide prevside in sides)
{
if(curside.Index == prevside.Index) continue;
if(prevside.End == curside.Start && prevside.Start != curside.End)
{
// Add both ways
if(!prevside.NextSides.ContainsKey(curside))
{
prevside.NextSides.Add(curside, false);
prevside.GroupIndex = curside.GroupIndex;
}
if(!curside.PreviousSides.ContainsKey(prevside))
{
curside.PreviousSides.Add(prevside, false);
prevside.GroupIndex = curside.GroupIndex;
}
}
}
// Add to collection
if(!result.ContainsKey(curside.GroupIndex)) result.Add(curside.GroupIndex, new List<SortedVisualSide>());
result[curside.GroupIndex].Add(curside);
}
// Try to find the left-most side
foreach(KeyValuePair<int, List<SortedVisualSide>> pair in result)
{
SortedVisualSide start = pair.Value[0];
foreach(SortedVisualSide side in pair.Value)
{
if(side.PreviousSides.Count == 0) {
start = side;
break;
}
}
// Set horizontal offsets...
ApplyHorizontalOffset(start, null, true, new Dictionary<int, bool>());
}
return result;
}
private static void ApplyHorizontalOffset(SortedVisualSide side, SortedVisualSide prevside, bool forward, Dictionary<int, bool> processed)
{
// Set offset
if(!processed.ContainsKey(side.Index))
{
if(prevside != null)
{
if(forward)
side.Bounds.X = prevside.Bounds.X + (int)Math.Round(prevside.Side.Sidedef.Line.Length);
else
side.Bounds.X = prevside.Bounds.X - (int)Math.Round(side.Side.Sidedef.Line.Length);
}
processed.Add(side.Index, false);
}
// Repeat for NextSides
foreach(KeyValuePair<SortedVisualSide, bool> pair in side.NextSides)
{
if(!processed.ContainsKey(pair.Key.Index))
ApplyHorizontalOffset(pair.Key, side, true, processed);
}
// Repeat for PreviousSides
foreach(KeyValuePair<SortedVisualSide, bool> pair in side.PreviousSides)
{
if(!processed.ContainsKey(pair.Key.Index))
ApplyHorizontalOffset(pair.Key, side, false, processed);
}
}
#endregion
#region ================== Things
internal static float GetHigherThingZ(BaseVisualMode mode, SectorData sd, VisualThing thing)
{
Vector3D pos = thing.Thing.Position;
float thingheight = thing.Thing.Height;
bool absolute = thing.Info.AbsoluteZ;
bool hangs = thing.Info.Hangs;
if(absolute && hangs)
{
General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
return pos.z;
}
// Get things, which bounding boxes intersect with target thing
IEnumerable<Thing> intersectingthings = GetIntersectingThings(mode, thing.Thing);
float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
float cz = sd.Ceiling.plane.GetZ(pos);
if(hangs)
{
// Transform to floor-aligned position
Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
float highertingz = GetNextHigherThingZ(mode, intersectingthings, floorpos.z, thingheight);
float higherfloorz = float.MinValue;
// Do it only when there are extrafloors
if(sd.LightLevels.Count > 2)
{
// Unlike sd.ExtraFloors, these are sorted by height
foreach(SectorLevel level in sd.LightLevels)
{
if(level.type == SectorLevelType.Light || level.type == SectorLevelType.Glow) continue; // Skip lights and glows
float z = level.plane.GetZ(floorpos) - fz;
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
if(z > floorpos.z)
{
higherfloorz = z;
break;
}
}
}
if(higherfloorz != float.MinValue && highertingz != float.MaxValue)
{
// Transform back to ceiling-aligned position
return cz - fz - Math.Max(Math.Min(higherfloorz, highertingz), 0) - thingheight;
}
if(higherfloorz != float.MinValue)
{
// Transform back to ceiling-aligned position
return Math.Max(cz - fz - higherfloorz - thingheight, 0);
}
if(highertingz != float.MaxValue)
{
// Transform back to ceiling-aligned position
return Math.Max(cz - fz - highertingz - thingheight, 0);
}
return 0; // Align to real ceiling
}
else
{
float highertingz = GetNextHigherThingZ(mode, intersectingthings, (absolute ? pos.z - fz : pos.z), thingheight);
float higherfloorz = float.MinValue;
// Do it only when there are extrafloors
if(sd.LightLevels.Count > 2)
{
// Unlike sd.ExtraFloors, these are sorted by height
foreach(SectorLevel level in sd.LightLevels)
{
if(level.type == SectorLevelType.Light || level.type == SectorLevelType.Glow) continue; // Skip lights and glows
float z = level.plane.GetZ(pos) - fz;
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
if(z > pos.z)
{
higherfloorz = z;
break;
}
}
}
float floorz = sd.Floor.plane.GetZ(pos);
float ceilpos = cz - floorz - thingheight; // Ceiling-aligned relative target thing z
if(higherfloorz != float.MinValue && highertingz != float.MaxValue) ceilpos = Math.Min(ceilpos, Math.Min(higherfloorz, highertingz));
if(higherfloorz != float.MinValue) ceilpos = Math.Min(ceilpos, higherfloorz);
if(highertingz != float.MaxValue) ceilpos = Math.Min(ceilpos, highertingz);
return (absolute ? ceilpos + floorz : ceilpos); // Convert to absolute position if necessary
}
}
internal static float GetLowerThingZ(BaseVisualMode mode, SectorData sd, VisualThing thing)
{
Vector3D pos = thing.Thing.Position;
float thingheight = thing.Thing.Height;
bool absolute = thing.Info.AbsoluteZ;
bool hangs = thing.Info.Hangs;
if(absolute && hangs)
{
General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
return pos.z;
}
// Get things, which bounding boxes intersect with target thing
IEnumerable<Thing> intersectingthings = GetIntersectingThings(mode, thing.Thing);
float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
float cz = sd.Ceiling.plane.GetZ(pos);
if(hangs)
{
// Transform to floor-aligned position
Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
float lowertingz = GetNextLowerThingZ(mode, intersectingthings, floorpos.z, thingheight);
float lowerfloorz = float.MaxValue;
// Do it only when there are extrafloors
if(sd.LightLevels.Count > 2)
{
// Unlike sd.ExtraFloors, these are sorted by height
for(int i = sd.LightLevels.Count - 1; i > -1; i--)
{
SectorLevel level = sd.LightLevels[i];
if(level.type == SectorLevelType.Light || level.type == SectorLevelType.Glow) continue; // Skip lights and glows
float z = level.plane.GetZ(floorpos) - fz;
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
if(z < floorpos.z)
{
lowerfloorz = z;
break;
}
}
}
float floorz = cz - fz; // Floor height when counted from ceiling
if(lowerfloorz != float.MaxValue && lowertingz != float.MinValue)
{
// Transform back to ceiling-aligned position
return cz - fz - Math.Min(Math.Max(lowerfloorz, lowertingz), floorz) - thingheight;
}
if(lowerfloorz != float.MaxValue)
{
// Transform back to ceiling-aligned position
return cz - fz - Math.Min(lowerfloorz, floorz) - thingheight;
}
if(lowertingz != float.MinValue)
{
// Transform back to ceiling-aligned position
return cz - fz - Math.Min(lowertingz, floorz) - thingheight;
}
return floorz - thingheight; // Align to real floor
}
else
{
float lowertingz = GetNextLowerThingZ(mode, intersectingthings, (absolute ? pos.z - fz : pos.z), thingheight);
float lowerfloorz = float.MaxValue;
// Do it only when there are extrafloors
if(sd.LightLevels.Count > 2)
{
// Unlike sd.ExtraFloors, these are sorted by height
for(int i = sd.LightLevels.Count - 1; i > -1; i--)
{
SectorLevel level = sd.LightLevels[i];
if(level.type == SectorLevelType.Light || level.type == SectorLevelType.Glow) continue; // Skip lights and glows
float z = level.plane.GetZ(pos) - fz;
if(level.type == SectorLevelType.Ceiling) z -= thingheight;
if(z < pos.z)
{
lowerfloorz = z;
break;
}
}
}
float floorz = sd.Floor.plane.GetZ(pos); // Floor-aligned relative target thing z
float floorpos = 0;
if(lowerfloorz != float.MaxValue && lowertingz != float.MinValue) floorpos = Math.Max(Math.Max(lowerfloorz, lowertingz), floorz);
if(lowerfloorz != float.MaxValue) floorpos = Math.Max(lowerfloorz, floorz);
if(lowertingz != float.MinValue) floorpos = Math.Max(lowertingz, floorz);
return (absolute ? floorpos + floorz : floorpos); // Convert to absolute position if necessary
}
}
//mxd. Gets thing z next higher to target thing z
private static float GetNextHigherThingZ(BaseVisualMode mode, IEnumerable<Thing> things, float thingz, float thingheight)
{
float higherthingz = float.MaxValue;
foreach(Thing t in things)
{
float neighbourz = GetAlignedThingZ(mode, t, thingheight);
if(neighbourz > thingz && neighbourz < higherthingz) higherthingz = neighbourz;
}
return higherthingz;
}
//mxd. Gets thing z next lower to target thing z
private static float GetNextLowerThingZ(BaseVisualMode mode, IEnumerable<Thing> things, float thingz, float thingheight)
{
float lowerthingz = float.MinValue;
foreach(Thing t in things)
{
float neighbourz = GetAlignedThingZ(mode, t, thingheight);
if(neighbourz < thingz && neighbourz > lowerthingz) lowerthingz = neighbourz;
}
return lowerthingz;
}
private static float GetAlignedThingZ(BaseVisualMode mode, Thing t, float targtthingheight)
{
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
if(info != null)
{
if(info.AbsoluteZ && info.Hangs) return t.Position.z; // Not sure what to do here...
if(info.AbsoluteZ)
{
// Transform to floor-aligned position
SectorData nsd = mode.GetSectorData(t.Sector);
return t.Position.z - nsd.Floor.plane.GetZ(t.Position) + t.Height;
}
if(info.Hangs)
{
// Transform to floor-aligned position. Align top of target thing to the bottom of the hanging thing
SectorData nsd = mode.GetSectorData(t.Sector);
return (nsd.Ceiling.plane.GetZ(t.Position) - nsd.Floor.plane.GetZ(t.Position)) - t.Position.z - t.Height - targtthingheight;
}
}
return t.Position.z + t.Height;
}
private static IEnumerable<Thing> GetIntersectingThings(VisualMode mode, Thing thing)
{
// Get nearby things
List<Thing> neighbours = new List<Thing>();
RectangleF bbox = new RectangleF(thing.Position.x - thing.Size, thing.Position.y - thing.Size, thing.Size * 2, thing.Size * 2);
foreach (var block in mode.BlockMap.GetBlocks(bbox))
{
neighbours.AddRange(block.Things);
}
// Collect things intersecting with target thing
List<Thing> intersectingthings = new List<Thing>();
foreach(Thing t in neighbours)
{
if(t != thing && t.Sector != null && bbox.IntersectsWith(new RectangleF(t.Position.x - t.Size, t.Position.y - t.Size, t.Size * 2, t.Size * 2)))
intersectingthings.Add(t);
}
return intersectingthings;
}
#endregion
#region ================== Sectors
// This gets sectors which surround given sectors
internal static IEnumerable<Sector> GetSectorsAround(BaseVisualMode mode, IEnumerable<Sector> selected)
{
HashSet<int> processedsectors = new HashSet<int>();
HashSet<Vertex> verts = new HashSet<Vertex>();
List<Sector> result = new List<Sector>();
foreach(Sector s in selected)
{
processedsectors.Add(s.Index);
foreach(Sidedef side in s.Sidedefs)
{
if(!verts.Contains(side.Line.Start)) verts.Add(side.Line.Start);
if(!verts.Contains(side.Line.End)) verts.Add(side.Line.End);
}
}
foreach(Vertex v in verts)
{
foreach(Linedef l in v.Linedefs)
{
if(l.Front != null && l.Front.Sector != null && !processedsectors.Contains(l.Front.Sector.Index))
{
result.Add(l.Front.Sector);
processedsectors.Add(l.Front.Sector.Index);
// Add extrafloors as well
SectorData sd = mode.GetSectorDataEx(l.Front.Sector);
if(sd != null && sd.ExtraFloors.Count > 0)
{
foreach(Effect3DFloor effect in sd.ExtraFloors)
{
if(!processedsectors.Contains(effect.Linedef.Front.Sector.Index))
{
result.Add(effect.Linedef.Front.Sector);
processedsectors.Add(effect.Linedef.Front.Sector.Index);
}
}
}
}
if(l.Back != null && l.Back.Sector != null && !processedsectors.Contains(l.Back.Sector.Index))
{
result.Add(l.Back.Sector);
processedsectors.Add(l.Back.Sector.Index);
// Add extrafloors as well
SectorData sd = mode.GetSectorDataEx(l.Back.Sector);
if(sd != null && sd.ExtraFloors.Count > 0)
{
foreach(Effect3DFloor effect in sd.ExtraFloors)
{
if(!processedsectors.Contains(effect.Linedef.Front.Sector.Index))
{
result.Add(effect.Linedef.Front.Sector);
processedsectors.Add(effect.Linedef.Front.Sector.Index);
}
}
}
}
}
}
return result;
}
#endregion
#region ================== Texture Floodfill
// This performs texture floodfill along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been filled
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to fill only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
public static void FloodfillTextures(BaseVisualMode mode, Sidedef start, HashSet<long> originaltextures, string filltexture, bool resetsidemarks)
{
Stack<Tools.SidedefFillJob> todo = new Stack<Tools.SidedefFillJob>(50);
// Mark all sidedefs false (they will be marked true when the texture is aligned)
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
// Begin with first sidedef
if(SidedefTextureMatch(mode, start, originaltextures))
todo.Push(new Tools.SidedefFillJob { sidedef = start, forward = true });
// Continue until nothing more to align
while(todo.Count > 0)
{
// Get the align job to do
Tools.SidedefFillJob j = todo.Pop();
//mxd. Get visual parts
if(mode.VisualSectorExists(j.sidedef.Sector))
{
VisualSidedefParts parts = ((BaseVisualSector)mode.GetVisualSector(j.sidedef.Sector)).GetSidedefParts(j.sidedef);
// Apply texturing
if((parts.upper != null && parts.upper.Triangles > 0) && originaltextures.Contains(j.sidedef.LongHighTexture))
j.sidedef.SetTextureHigh(filltexture);
if(((parts.middledouble != null && parts.middledouble.Triangles > 0) || (parts.middlesingle != null && parts.middlesingle.Triangles > 0)) && originaltextures.Contains(j.sidedef.LongMiddleTexture))
j.sidedef.SetTextureMid(filltexture);
if((parts.lower != null && parts.lower.Triangles > 0) && originaltextures.Contains(j.sidedef.LongLowTexture))
j.sidedef.SetTextureLow(filltexture);
}
j.sidedef.Marked = true;
if(j.forward)
{
// Add sidedefs forward (connected to the right vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForFloodfill(mode, todo, v, true, originaltextures);
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForFloodfill(mode, todo, v, false, originaltextures);
}
else
{
// Add sidedefs backward (connected to the left vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForFloodfill(mode, todo, v, false, originaltextures);
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForFloodfill(mode, todo, v, true, originaltextures);
}
}
}
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
private static void AddSidedefsForFloodfill(BaseVisualMode mode, Stack<Tools.SidedefFillJob> stack, Vertex v, bool forward, HashSet<long> texturelongnames)
{
foreach(Linedef ld in v.Linedefs)
{
Sidedef side1 = (forward ? ld.Front : ld.Back);
Sidedef side2 = (forward ? ld.Back : ld.Front);
// [ZZ] don't iterate the same linedef twice.
//
if ((side1 != null && side1.Marked) ||
(side2 != null && side2.Marked)) continue;
if ((ld.Start == v) && (side1 != null) && !side1.Marked)
{
if(SidedefTextureMatch(mode, side1, texturelongnames))
stack.Push(new Tools.SidedefFillJob { forward = forward, sidedef = side1 });
}
else if((ld.End == v) && (side2 != null) && !side2.Marked)
{
if(SidedefTextureMatch(mode, side2, texturelongnames))
stack.Push(new Tools.SidedefFillJob { forward = forward, sidedef = side2 });
}
}
}
#endregion
#region ================== Texture Alignment
//mxd. This checks if any of the sidedef texture match the given textures
public static bool SidedefTextureMatch(BaseVisualMode mode, Sidedef sd, HashSet<long> texturelongnames)
{
if(!mode.VisualSectorExists(sd.Sector)) return false;
VisualSidedefParts parts = ((BaseVisualSector)mode.GetVisualSector(sd.Sector)).GetSidedefParts(sd);
return (texturelongnames.Contains(sd.LongHighTexture) && (parts.upper != null && parts.upper.Triangles > 0)) ||
(texturelongnames.Contains(sd.LongLowTexture) && (parts.lower != null && parts.lower.Triangles > 0)) ||
(texturelongnames.Contains(sd.LongMiddleTexture)
&& ((parts.middledouble != null && parts.middledouble.Triangles > 0) || (parts.middlesingle != null && parts.middlesingle.Triangles > 0)));
}
#endregion
}
}