mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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269 lines
6.1 KiB
C#
269 lines
6.1 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class Clipper
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{
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#region ================== Constants
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private const float MULTIPLIER = 10000f;
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private const int MAXRANGE = (int)(Angle2D.PI2 * MULTIPLIER);
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private const int HALFRANGE = (int)(Angle2D.PI * MULTIPLIER);
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private const int MINRANGE = 0;
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#endregion
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#region ================== ClipRange struct
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// ClipRange structure
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private struct ClipRange
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{
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// Variables
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public int low;
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public int high;
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// Constructor
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public ClipRange(int low, int high)
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{
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this.low = low;
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this.high = high;
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}
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}
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#endregion
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#region ================== Variables
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// Position where we are viewing from
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private Vector2D position;
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// Clipping ranges
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private LinkedList<ClipRange> ranges;
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Clipper(Vector2D pos)
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{
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// Initialize
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this.position = pos;
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this.ranges = new LinkedList<ClipRange>();
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}
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// Constructor
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public Clipper(Clipper copy)
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{
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// Initialize
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this.position = copy.position;
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this.ranges = new LinkedList<ClipRange>(copy.ranges);
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}
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// Disposer
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public void Dispose()
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{
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this.ranges.Clear();
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}
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#endregion
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#region ================== Testing methods
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// This tests a range to see if it is at least partially visible
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public bool TestRange(Vector2D a, Vector2D b)
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{
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int i1, i2, c1, c2, m;
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float a1, a2;
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// Get angles
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a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
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a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
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// Convert angles to ranges
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i1 = (int)(a1 * MULTIPLIER);
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i2 = (int)(a2 * MULTIPLIER);
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c1 = Math.Min(i1, i2);
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c2 = Math.Max(i1, i2);
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// Determine rotation direction
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m = c2 - c1;
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if(m < MINRANGE) m += MAXRANGE;
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if(m < HALFRANGE)
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{
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// Check if the range goes through zero point
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if(c2 < c1)
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{
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// Test two ranges
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return RangeVisible(new ClipRange(c1, MAXRANGE)) ||
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RangeVisible(new ClipRange(MINRANGE, c2));
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}
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else
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{
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// Test a single range
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return RangeVisible(new ClipRange(c1, c2));
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}
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}
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else
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{
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// Check if the range goes through zero point
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if(c2 > c1)
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{
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// Test two ranges
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return RangeVisible(new ClipRange(MINRANGE, c1)) ||
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RangeVisible(new ClipRange(c2, MAXRANGE));
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}
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else
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{
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// Test a single range
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return RangeVisible(new ClipRange(c2, c1));
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}
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}
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}
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// This tests a single range for visibility
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private bool RangeVisible(ClipRange r)
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{
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// Go for all clipped ranges
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foreach(ClipRange c in ranges)
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{
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// Does clipped range completely hide the given range?
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if((c.low <= r.low) && (c.high >= r.high))
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{
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// No further testing needed, range is clipped
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return false;
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}
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}
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// Not completely clipped
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return true;
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}
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#endregion
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#region ================== Clipping methods
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// This tests a range to see if it is at least partially visible
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public bool InsertRange(Vector2D a, Vector2D b)
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{
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int i1, i2, c1, c2, m;
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float a1, a2;
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// Get angles
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a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
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a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
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// Convert angles to ranges
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i1 = (int)(a1 * MULTIPLIER);
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i2 = (int)(a2 * MULTIPLIER);
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c1 = Math.Min(i1, i2);
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c2 = Math.Max(i1, i2);
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// Determine rotation direction
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m = c2 - c1;
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if(m < MINRANGE) m += MAXRANGE;
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if(m < HALFRANGE)
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{
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// Check if the range goes through zero point
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if(c2 < c1)
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{
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// Add two ranges
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return AddRange(new ClipRange(c1, MAXRANGE)) ||
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AddRange(new ClipRange(MINRANGE, c2));
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}
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else
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{
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// Add a single range
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return AddRange(new ClipRange(c1, c2));
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}
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}
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else
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{
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// Check if the range goes through zero point
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if(c2 > c1)
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{
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// Add two ranges
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return AddRange(new ClipRange(MINRANGE, c1)) ||
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AddRange(new ClipRange(c2, MAXRANGE));
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}
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else
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{
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// Add a single range
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return AddRange(new ClipRange(c2, c1));
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}
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}
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}
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// This tests a single range for visibility
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// Returns true when the entire range has been clipped
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private bool AddRange(ClipRange r)
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{
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LinkedListNode<ClipRange> current, next;
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ClipRange c;
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// Go for all ranges to find overlappings
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current = ranges.First;
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while(current != null)
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{
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// Keep reference to the next
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next = current.Next;
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c = current.Value;
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// Check if ranges overlap
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if((c.low <= (r.high + 1)) && (c.high >= (r.low - 1)))
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{
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// Remove old range from list
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ranges.Remove(current);
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// Extend range with overlapping range
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if(c.low < r.low) r.low = c.low;
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if(c.high > r.high) r.high = c.high;
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}
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// Move to the next
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current = next;
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}
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// Insert the new range
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ranges.AddLast(r);
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// Return true when entire range is now clipped
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return (r.low == MINRANGE) && (r.high == MAXRANGE);
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}
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#endregion
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}
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}
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