ZoneBuilder/Source/Core/Geometry/TracksTracer.cs

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using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using System.Collections.ObjectModel;
using CodeImp.DoomBuilder.IO;
//JBR Tracks tracer
namespace CodeImp.DoomBuilder.Geometry
{
public class TracksTracer
{
private List<List<Vector2D>> openpaths;
private List<List<Vector2D>> closepaths;
private bool isvalid;
public List<List<Vector2D>> OpenPaths { get { return openpaths; } }
public List<List<Vector2D>> ClosePaths { get { return closepaths; } }
public bool IsValid { get { return isvalid; } }
#region ==== Public methods ====
/// <summary>
/// Create tracks tracer class
/// </summary>
/// <param name="lines">Linedefs to trace</param>
public TracksTracer(ICollection<Linedef> lines)
{
isvalid = true;
// Get all vertices connected to the linedefs
List<Vertex> allvertices = new List<Vertex>();
foreach (Linedef ld in lines)
{
if (!allvertices.Contains(ld.Start)) allvertices.Add(ld.Start);
if (!allvertices.Contains(ld.End)) allvertices.Add(ld.End);
}
// Create a list of valid vertices
List<Vertex> vertices = new List<Vertex>();
foreach (Vertex v in allvertices)
{
List<Linedef> list = GetSelectedLinedefFromVertex(lines, v);
if (list.Count == 1 || list.Count == 2) vertices.Add(v);
}
// Scan for open paths
openpaths = new List<List<Vector2D>>();
List<Vector2D> processed = new List<Vector2D>(); // for holding processed locations
foreach (Vertex v in vertices)
{
if (!processed.Contains(v.Position))
{
List<Linedef> list1 = GetSelectedLinedefFromVertex(lines, v);
if (list1.Count == 1)
{
List<Vector2D> path = new List<Vector2D>();
processed.Add(v.Position);
path.Add(v.Position);
Vertex v2 = (list1[0].Start == v) ? list1[0].End : list1[0].Start;
bool reverse = (list1[0].Start == v);
do
{
processed.Add(v2.Position);
path.Add(v2.Position);
List<Linedef> list2 = GetSelectedLinedefFromVertex(lines, v2);
if (list2.Count == 1)
{
// Linedef continue on the opposide side
v2 = (list2[0].Start == v2) ? list2[0].End : list2[0].Start;
}
else if (list2.Count == 2)
{
// Linedef continue in one of the opposide sides
Vertex v3 = (list2[0].Start == v2) ? list2[0].End : list2[0].Start;
if (processed.Contains(v3.Position))
{
v2 = (list2[1].Start == v2) ? list2[1].End : list2[1].Start;
}
else
{
v2 = v3;
}
}
else
{
// Collided with a 3+ way vertex, no good...
isvalid = false;
break;
}
} while (!processed.Contains(v2.Position));
if (reverse) path.Reverse();
openpaths.Add(path);
}
}
}
// Scan for close paths
closepaths = new List<List<Vector2D>>();
foreach (Vertex v in vertices)
{
if (!processed.Contains(v.Position))
{
List<Linedef> list1 = GetSelectedLinedefFromVertex(lines, v);
List<Vector2D> path = new List<Vector2D>();
processed.Add(v.Position);
path.Add(v.Position);
Vertex v2 = (list1[0].Start == v) ? list1[0].End : list1[0].Start;
do
{
processed.Add(v2.Position);
path.Add(v2.Position);
List<Linedef> list2 = GetSelectedLinedefFromVertex(lines, v2);
if (list2.Count == 2)
{
// Linedef continue in one of the opposide sides
Vertex v3 = (list2[0].Start == v2) ? list2[0].End : list2[0].Start;
if (processed.Contains(v3.Position))
{
v2 = (list2[1].Start == v2) ? list2[1].End : list2[1].Start;
}
else
{
v2 = v3;
}
}
else
{
// Collided with a 3+ way vertex, no good...
isvalid = false;
break;
}
} while (!processed.Contains(v2.Position));
path.Add(path[0]); // Close it by looping back to 0
if (!InsideCheckFlip(path)) path.Reverse(); // Reverse if parallel was created outside
closepaths.Add(path);
}
}
}
/// <summary>
/// Parallelize open-path, used to create roads
/// </summary>
/// <param name="path">Path in OpenPaths</param>
/// <param name="distance">Distance between parallels / Width of the track</param>
/// <param name="flip">Flip to the other side?</param>
/// <returns>Parallel path</returns>
public static List<Vector2D> ParallelizeOpenPath(List<Vector2D> path, float distance, bool flip)
{
List<Vector2D> parallel = new List<Vector2D>();
if (path.Count < 2) return parallel;
parallel.Add(GetPerpendicular3(path[0], path[0], path[1], distance, flip));
int i = 2;
for (; i < path.Count; i++)
{
parallel.Add(GetPerpendicular3(path[i - 2], path[i - 1], path[i], distance, flip));
}
parallel.Add(GetPerpendicular3(path[i - 2], path[i - 1], path[i - 1], distance, flip));
return parallel;
}
/// <summary>
/// Parallelize close-path, used to create roads
/// </summary>
/// <param name="path">Path in ClosePaths</param>
/// <param name="distance">Distance between parallels / Width of the track</param>
/// <param name="flip">Flip to the other side?</param>
/// <returns>Parallel path</returns>
public static List<Vector2D> ParallelizeClosePath(List<Vector2D> path, float distance, bool flip)
{
List<Vector2D> parallel = new List<Vector2D>();
if (path.Count < 2) return parallel;
int i = path.Count;
parallel.Add(GetPerpendicular3(path[i - 2], path[0], path[1], distance, flip));
for (i = 2; i < path.Count; i++)
{
parallel.Add(GetPerpendicular3(path[i - 2], path[i - 1], path[i], distance, flip));
}
parallel.Add(GetPerpendicular3(path[i - 2], path[i - 1], path[1], distance, flip));
return parallel;
}
/// <summary>
/// Add path into DrawnVertex list
/// </summary>
/// <param name="dvl">DrawnVertex list</param>
/// <param name="path">Path to add</param>
/// <param name="stitch">Stitch?</param>
/// <param name="stitchline">Stitchline?</param>
/// <returns>Number of elements added</returns>
public static int AddPathToDrawnVertex(List<DrawnVertex> dvl, List<Vector2D> path, bool stitch, bool stitchline)
{
int elements = 0;
DrawnVertex newpoint = new DrawnVertex(); // struct
newpoint.stitch = stitch;
newpoint.stitchline = stitchline;
foreach (Vector2D pos in path)
{
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
continue;
newpoint.pos = pos;
dvl.Add(newpoint);
elements++;
}
return elements;
}
/// <summary>
/// Add point into DrawnVertex list
/// </summary>
/// <param name="dvl">DrawnVertex list</param>
/// <param name="pos">Point to add</param>
/// <param name="stitch">Stitch?</param>
/// <param name="stitchline">Stitchline?</param>
/// <returns>Number of elements added, 1 if success</returns>
public static int AddPointToDrawnVertex(List<DrawnVertex> dvl, Vector2D pos, bool stitch, bool stitchline)
{
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return 0;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = stitch;
newpoint.stitchline = stitchline;
dvl.Add(newpoint);
return 1;
}
#endregion
#region ==== Private methods ====
private bool InsideCheckFlip(List<Vector2D> track)
{
if (track.Count < 2) return false;
// Calculate median point
double x = 0, y = 0;
foreach (Vector2D v in track)
{
x += v.x;
y += v.y;
}
x /= track.Count;
y /= track.Count;
Vector2D median = new Vector2D((float)x, (float)y);
// See which side is the first track line
Line2D line = new Line2D(track[0], track[1]);
return line.GetSideOfLine(median) >= 0;
}
/// <summary>
/// Get selected linedefs from a vertex
/// </summary>
/// <param name="lines">Collection of lines</param>
/// <param name="v">Vertex to get linedefs from</param>
/// <returns>List of all selected linedefs</returns>
private List<Linedef> GetSelectedLinedefFromVertex(ICollection<Linedef> lines, Vertex v)
{
List<Linedef> list = new List<Linedef>();
foreach (Linedef ld in v.Linedefs)
{
if (lines.Contains(ld)) list.Add(ld);
}
return list;
}
/// <summary>
/// Create line on the center vertex that is perpendicular to left and right vertices
/// </summary>
/// <param name="left">Left vertex</param>
/// <param name="center">Center vertex</param>
/// <param name="right">Right vertex</param>
/// <param name="scale">Scale of the perpendicular line</param>
/// <param name="backwards">Should perpendicular go backwards?</param>
/// <returns>Position of the perpendicular</returns>
private static Vector2D GetPerpendicular3(Vector2D left, Vector2D center, Vector2D right, float scale, bool backwards)
{
Vector2D deltapos = (right - center).GetNormal() - (left - center).GetNormal();
if (backwards) deltapos = -deltapos;
Vector2D normalunit = deltapos.GetPerpendicular().GetNormal();
return center + normalunit * scale;
}
#endregion
}
}