ZoneBuilder/Source/Core/Map/SectorBuilder.cs

205 lines
6.6 KiB
C#
Raw Normal View History

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Map
{
//mxd. Shameless Slade 3 SectorBuilder::SectorBuilder ripoff...
//TODO: There are lots of overlaps with already existing code.
//TODO: Replace with existing implementations if results are the same & existing code performs faster
internal sealed class SectorBuilder
{
#region ================== Variables
private List<LinedefSide> sector_edges;
private HashSet<Vertex> vertex_valid;
// Current outline
private List<LinedefSide> o_edges;
#endregion
#region ================== Properties
public List<LinedefSide> SectorEdges { get { return sector_edges; } }
#endregion
#region ================== Constructor
public SectorBuilder()
{
sector_edges = new List<LinedefSide>();
vertex_valid = new HashSet<Vertex>();
o_edges = new List<LinedefSide>();
}
#endregion
#region ================== Methods
///<summary>Traces all edges to build a closed sector starting from [line]</summary>
internal bool TraceSector(Linedef line, bool front)
{
// [ZZ] There indeed already was an implementation of this.
// To do: make sure this works correctly. I don't understand what the old SectorBuilder was doing exactly, but from the looks of it FindPotentialSectorAt should be ok here.
sector_edges.Clear();
List<LinedefSide> edges = Tools.FindPotentialSectorAt(line, front);
if (edges == null)
return false;
sector_edges.AddRange(edges);
return sector_edges.Count > 0;
}
/// <summary>Checks if the traced sector is valid (ie. all edges are currently referencing the same (existing) sector)</summary>
public bool IsValidSector()
{
if(sector_edges.Count == 0) return false;
// Get first edge's sector
Sector sector = (sector_edges[0].Front ?
(sector_edges[0].Line.Front != null ? sector_edges[0].Line.Front.Sector : null) :
(sector_edges[0].Line.Back != null ? sector_edges[0].Line.Back.Sector : null));
// Sector is invalid if any edge has no current sector
if(sector == null) return false;
// Go through subsequent edges
for(int a = 1; a < sector_edges.Count; a++)
{
// Get edge sector
Sector ssector = (sector_edges[a].Front ?
(sector_edges[a].Line.Front != null ? sector_edges[a].Line.Front.Sector : null) :
(sector_edges[a].Line.Back != null ? sector_edges[a].Line.Back.Sector : null));
// Check if different
if(sector != ssector) return false;
}
// Return true if the entire sector was traced
return (sector.Sidedefs.Count == sector_edges.Count);
}
/// <summary>Finds any existing sector that is already part of the traced new sector</summary>
internal Sector FindExistingSector(HashSet<Sidedef> sides_ignore)
{
// Go through new sector edges
Sector sector = null;
Sector sector_priority = null;
foreach(LinedefSide edge in sector_edges)
{
// Check if the edge's corresponding MapSide has a front sector
if(edge.Front && edge.Line.Front != null && edge.Line.Front.Sector != null)
{
if(sides_ignore.Contains(edge.Line.Front))
sector = edge.Line.Front.Sector;
else
sector_priority = edge.Line.Front.Sector;
}
// Check if the edge's corresponding MapSide has a back sector
if(!edge.Front && edge.Line.Back != null && edge.Line.Back.Sector != null)
{
if(sides_ignore.Contains(edge.Line.Back))
sector = edge.Line.Back.Sector;
else
sector_priority = edge.Line.Back.Sector;
}
}
return (sector_priority ?? sector);
}
/// <summary>Sets all traced edges to [sector], or creates a new sector using properties
/// from [sector_copy] if none given</summary>
internal void CreateSector(Sector sector, Sector sector_copy)
{
// Create the sector if needed
if(sector == null)
{
sector = General.Map.Map.CreateSector();
if(sector == null) return;
sector.Marked = true; //mxd
// Find potential sector to copy if none specified
if(sector_copy == null) sector_copy = FindCopySector();
if(sector_copy != null) sector_copy.CopyPropertiesTo(sector);
}
//DebugConsole.WriteLine(" ");
//DebugConsole.WriteLine("Creating sector " + sector.Index + " from " + sector_edges.Count + " lines");
//DebugConsole.WriteLine("*************************************************************");
//DebugConsole.WriteLine(" ");
// Set sides to new sector
foreach(LinedefSide edge in sector_edges)
{
Sidedef target = (edge.Front ? edge.Line.Front : edge.Line.Back);
if(target != null)
{
if(target.Sector != sector)
{
bool targetwas2s = (target.Other != null);
target.SetSector(sector); //mxd. Reattach side
//mxd. Mark for texture adjustments if sidedness was changed.
//mxd. Also keep existing mark if the side was already marked.
target.Marked |= ((targetwas2s && target.Other == null) || (!targetwas2s && target.Other != null));
}
}
else
{
target = General.Map.Map.CreateSidedef(edge.Line, edge.Front, sector); //mxd. Create new side
target.Marked = true; //mxd. Mark it for texture adjustments
if(target.Other != null)
{
//mxd. Better than nothing
target.Other.CopyPropertiesTo(target);
//mxd. Other was singlesided. We'll need to adjust it's textures as well
target.Other.Marked = true;
}
}
}
}
/// <summary>Finds an appropriate existing sector to copy properties from, for the new sector being built</summary>
private Sector FindCopySector()
{
// Go through new sector edges
Sector sector_copy = null;
foreach(LinedefSide edge in sector_edges)
{
// Check if the edge's corresponding MapSide has a front sector
if(edge.Line.Front != null && edge.Line.Front.Sector != null)
{
// Set sector to copy
sector_copy = edge.Line.Front.Sector;
// If the edge is a front edge, use this sector and ignore all else
if(edge.Front) break;
}
// Check if the edge's corresponding MapSide has a back sector
if(edge.Line.Back != null && edge.Line.Back.Sector != null)
{
// Set sector to copy
sector_copy = edge.Line.Back.Sector;
// If the edge is a back edge, use this sector and ignore all else
if(!edge.Front) break;
}
}
return sector_copy;
}
#endregion
}
}