Internal: threw out a lot of unoptimized code in TraceSector. Now using Tools.FindPotentialSectorAt.

This commit is contained in:
ZZYZX 2017-02-20 08:14:07 +02:00 committed by spherallic
parent 582f457d76
commit 03a1d26302
2 changed files with 21 additions and 425 deletions

View File

@ -31,6 +31,7 @@ using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Data;
using System.Diagnostics;
#endregion
@ -2255,11 +2256,18 @@ namespace CodeImp.DoomBuilder.Map
//DebugConsole.WriteLine((ls.Ignore ? "Ignoring line " : "Processing line ") + ls.Line.Index);
if (ls.Ignore) continue;
// Run sector builder on current edge
if(!builder.TraceSector(ls.Line, ls.Front)) continue; // Don't create sector if trace failed
// Run sector builder on current edge
Stopwatch watch = new Stopwatch();
watch.Start();
if (!builder.TraceSector(ls.Line, ls.Front))
{
General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms, failed!", watch.ElapsedMilliseconds));
continue; // Don't create sector if trace failed
}
General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms", watch.ElapsedMilliseconds));
// Find any subsequent edges that were part of the sector created
bool has_existing_lines = false;
// Find any subsequent edges that were part of the sector created
bool has_existing_lines = false;
bool has_existing_sides = false;
//bool has_zero_sided_lines = false;
bool has_dragged_sides = false; //mxd

View File

@ -49,427 +49,15 @@ namespace CodeImp.DoomBuilder.Map
///<summary>Traces all edges to build a closed sector starting from [line]</summary>
internal bool TraceSector(Linedef line, bool front)
{
if(line == null) return false;
//DebugConsole.WriteLine(" ");
//DebugConsole.WriteLine("TraceSector for line " + line.Index + (front ? " (front)" : " (back)"));
// Init
sector_edges.Clear();
// Create valid vertices list
vertex_valid = new HashSet<Vertex>(General.Map.Map.Vertices);
// Find outmost outline
for(int a = 0; a < 10000; a++)
{
// Trace outline
if(!TraceOutline(line, front))
{
//DebugConsole.WriteLine("TraceSector: find outmost outline failed");
break;
}
// Discard any vertices outside the traced outline
vertex_valid.RemoveWhere(PointOutsideOutline);
//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after RemoveWhere");
// If it is clockwise, we've found the outmost outline
if(o_clockwise)
{
//DebugConsole.WriteLine("TraceSector: found outmost outline");
break;
}
// Otherwise, find the next edge outside the outline
LinedefSide next = FindOuterEdge();
// If none was found, we're outside the map
if(next == null)
{
//DebugConsole.WriteLine("TraceSector aborted: no outer edge");
return false;
}
// Repeat with this edge
line = next.Line;
front = next.Front;
}
//DebugConsole.WriteLine("FindOuterEdge: " + o_edges.Count + " lines");
// Trace all inner outlines, by tracing from the rightmost vertex
// until all vertices have been discarded
for(int a = 0; a < 10000; a++)
{
// Get inner edge
LinedefSide edge = FindInnerEdge();
// Check if we're done
if(edge == null)
{
//DebugConsole.WriteLine("No inner edge found (no edge)");
break;
}
// Trace outline from edge
if(!TraceOutline(edge.Line, edge.Front))
{
//DebugConsole.WriteLine("No inner edge found (TraceOutline failed)");
break;
}
// Discard any vertices outside the traced outline
vertex_valid.RemoveWhere(PointOutsideOutline);
//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after RemoveWhere");
}
//DebugConsole.WriteLine("FindInnerEdge: " + o_edges.Count + " lines");
return true;
}
///<summary>Traces the sector outline from lines beginning at [line],
/// on either the front or back side ([front])</summary>
private bool TraceOutline(Linedef line, bool front)
{
// Check line was given
if(line == null) return false;
//DebugConsole.WriteLine(" ");
//DebugConsole.WriteLine("Tracing line " + line.Index + (front ? " (front)" : " (back)"));
// Init outline
o_edges.Clear();
o_bbox = RectangleF.Empty;
LinedefSide start = new LinedefSide(line, front);
o_edges.Add(start);
int edge_sum = 0;
Dictionary<Linedef, int> visited_lines = new Dictionary<Linedef, int>();
// Begin tracing
LinedefSide edge = new LinedefSide(line, front);
vertex_right = edge.Line.Start;
for(int a = 0; a < 10000; a++)
{
// Update edge sum (for clockwise detection)
if(edge.Front)
edge_sum += (int)(edge.Line.Start.Position.x * edge.Line.End.Position.y - edge.Line.End.Position.x * edge.Line.Start.Position.y);
else
edge_sum += (int)(edge.Line.End.Position.x * edge.Line.Start.Position.y - edge.Line.Start.Position.x * edge.Line.End.Position.y);
// Update rightmost vertex
if(edge.Line.Start.Position.x > vertex_right.Position.x)
vertex_right = edge.Line.Start;
if(edge.Line.End.Position.x > vertex_right.Position.x)
vertex_right = edge.Line.End;
// Get next edge. If no valid next edge was found, go back along the current line
LinedefSide edge_next = (NextEdge(edge, visited_lines) ?? new LinedefSide(edge.Line, !edge.Front));
//DebugConsole.WriteLine("Next line for " + edge.Line.Index + (edge.Front ? " (front)" : " (back)") + ": " + edge_next.Line.Index + (edge_next.Front ? " (front)" : " (back)"));
// Discard edge vertices
vertex_valid.Remove(edge_next.Line.Start);
vertex_valid.Remove(edge_next.Line.End);
//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after Remove (in TraceOutline)");
// Check if we're back to the start
if(edge_next.Line == start.Line && edge_next.Front == start.Front)
break;
// Add edge to outline
o_edges.Add(edge_next);
edge.Line = edge_next.Line;
edge.Front = edge_next.Front;
// Update bounding box
RectangleF l_bbox = RectangleF.FromLTRB(
Math.Min(edge.Line.Start.Position.x, edge.Line.End.Position.x), // left
Math.Min(edge.Line.Start.Position.y, edge.Line.End.Position.y), // top
Math.Max(edge.Line.Start.Position.x, edge.Line.End.Position.x), // right
Math.Max(edge.Line.Start.Position.y, edge.Line.End.Position.y)); // bottom
//mxd. As it turned out, o_bbox.IsEmpty was not what we needed...
o_bbox = (o_bbox == RectangleF.Empty ? l_bbox : RectangleF.Union(o_bbox, l_bbox));
}
// Check if outline is clockwise
o_clockwise = (edge_sum < 0);
//DebugConsole.WriteLine("TraceOutline for line " + line.Index + " (" + (front ? "front":"back") + ") found " + o_edges.Count + " edges; o_clockwise=" + o_clockwise);
// Add outline edges to sector edge list
sector_edges.AddRange(o_edges);
// Trace complete
return true;
}
/// <summary>Finds the next closest edge outside of the current outline (that isn't part of the current outline)</summary>
private LinedefSide FindOuterEdge()
{
// Check we have a rightmost vertex
if(vertex_right == null) return null;
// Init
float vr_x = vertex_right.Position.x;
float vr_y = vertex_right.Position.y;
float min_dist = float.MaxValue;
Linedef nearest = null;
// Fire a ray east from the vertex and find the first line it crosses
foreach(Linedef line in General.Map.Map.Linedefs)
{
// Ignore if the line is completely left of the vertex
if(line.Start.Position.x <= vr_x && line.End.Position.x <= vr_x) continue;
// Ignore horizontal lines
if(line.Start.Position.y == line.End.Position.y) continue;
// Ignore if the line doesn't intersect the y value
if((line.Start.Position.y < vr_y && line.End.Position.y < vr_y) ||
(line.Start.Position.y > vr_y && line.End.Position.y > vr_y))
continue;
// Get x intercept
float int_frac = (vr_y - line.Start.Position.y) / (line.End.Position.y - line.Start.Position.y);
float int_x = line.Start.Position.x + ((line.End.Position.x - line.Start.Position.x) * int_frac);
float dist = Math.Abs(int_x - vr_x);
// Check if closest
if(nearest == null || dist < min_dist)
{
min_dist = dist;
nearest = line;
}
else if(Math.Abs(dist - min_dist) < 0.001f)
{
// In the case of a tie, use the distance to each line as a tiebreaker - this fixes cases where the ray hits a vertex
// shared by two lines. Choosing the further line would mean choosing an inner edge, which is clearly wrong.
float line_dist = line.SafeDistanceToSq(vertex_right.Position, true);
float nearest_dist = nearest.SafeDistanceToSq(vertex_right.Position, true);
if(line_dist < nearest_dist)
{
min_dist = dist;
nearest = line;
}
}
}
// Check for valid line
if(nearest == null) return null;
// Determine the edge side
float side = -nearest.SideOfLine(vertex_right.Position); //mxd. SideOfLine logic is inverted in Slade 3
return new LinedefSide(nearest, side > 0); //mxd. The meaning of 0.0 is also inverted!!! (I've spent 2 days figuring this out...)
}
/// <summary>Find the closest edge within the current outline (that isn't part of the current outline)</summary>
private LinedefSide FindInnerEdge()
{
//DebugConsole.WriteLine("FindInnerEdge: processing " + vertex_valid.Count + " verts");
// Find rightmost non-discarded vertex
vertex_right = null;
foreach(Vertex v in vertex_valid)
{
// Set rightmost if no current rightmost vertex
if(vertex_right == null)
{
vertex_right = v;
continue;
}
// Check if the vertex is rightmost
if(v.Position.x > vertex_right.Position.x)
vertex_right = v;
}
// If no vertex was found, we're done
if(vertex_right == null)
{
//DebugConsole.WriteLine("FindInnerEdge: no vertex_right");
return null;
}
// Go through vertex's connected lines, to find
// the line with the smallest angle parallel with
// the right side of the bbox
Linedef eline = null;
float min_angle = float.MaxValue;
foreach(Linedef line in vertex_right.Linedefs)
{
// Ignore if zero-length
if(line.Start == line.End) continue;
// Get opposite vertex
Vertex opposite = (line.Start == vertex_right ? line.End : line.Start);
// Determine angle
float angle = Angle2D.GetAngle(new Vector2D(vertex_right.Position.x + 32, vertex_right.Position.y),
new Vector2D(vertex_right.Position.x, vertex_right.Position.y),
new Vector2D(opposite.Position.x, opposite.Position.y));
// Check if minimum
if(angle < min_angle)
{
min_angle = angle;
eline = line;
}
}
// If no line was found, something is wrong (the vertex may have no attached lines)
if(eline == null)
{
// Discard vertex and try again
vertex_valid.Remove(vertex_right);
//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after Remove (in FindInnerEdge)");
return FindInnerEdge();
}
// Determine appropriate side
return new LinedefSide(eline, (vertex_right == eline.Start));
}
///<summary>Finds the next adjacent edge to [edge], ie the adjacent edge that creates the smallest angle</summary>
private static LinedefSide NextEdge(LinedefSide edge, Dictionary<Linedef, int> visited_lines)
{
// Get relevant vertices
Vertex vertex; // Vertex to be tested
Vertex vertex_prev; // 'Previous' vertex
if(edge.Front)
{
vertex = edge.Line.End;
vertex_prev = edge.Line.Start;
}
else
{
vertex = edge.Line.Start;
vertex_prev = edge.Line.End;
}
// Find next connected line with the lowest angle
float min_angle = Angle2D.PI2;
LinedefSide next = null;
foreach(Linedef line in vertex.Linedefs)
{
// Ignore original line
if(line == edge.Line) continue;
// Ignore if zero-length
if(line.Start.Position == line.End.Position) continue;
// Get next vertex
Vertex vertex_next;
bool front = true;
if(line.Start == vertex)
{
vertex_next = line.End;
}
else
{
vertex_next = line.Start;
front = false;
}
// Ignore already-traversed lines
int side = (front ? 1 : 2);
if(visited_lines.ContainsKey(line) && (visited_lines[line] & side) == side) continue;
// Determine angle between lines
float angle = Angle2D.GetAngle(new Vector2D(vertex_prev.Position.x, vertex_prev.Position.y),
new Vector2D(vertex.Position.x, vertex.Position.y),
new Vector2D(vertex_next.Position.x, vertex_next.Position.y));
// Check if minimum angle
if(angle < min_angle)
{
min_angle = angle;
if(next == null)
{
next = new LinedefSide(line, front);
}
else
{
next.Line = line;
next.Front = front;
}
}
}
// Return the next edge found
if(next == null) return null;
if(!visited_lines.ContainsKey(next.Line)) visited_lines.Add(next.Line, 0);
visited_lines[next.Line] |= (next.Front ? 1 : 2);
return next;
}
/// <summary>Returns true if the vertex is outside the current outline</summary>
private bool PointOutsideOutline(Vertex v)
{
// Check with bounding box
Vector2D point = v.Position;
bool pointwithin = (point.x >= o_bbox.Left && point.x <= o_bbox.Right && point.y >= o_bbox.Top && point.y <= o_bbox.Bottom);
if(!pointwithin)
{
// If the point is not within the bbox and the outline is clockwise, it can't be within the outline
// On the other hand, if the outline is anticlockwise, the point *must* be 'within' the outline
return o_clockwise;
}
// Find nearest edge
int nearest = NearestEdge(point);
if(nearest >= 0)
{
// Check what side of the edge the point is on
float side = -o_edges[nearest].Line.SideOfLine(point); //mxd. SideOfLine logic is inverted in Slade 3
//mxd. The meaning of 0.0 is also inverted!!!
// Return false if it is on the correct side
if(side > 0 && o_edges[nearest].Front)
{
//DebugConsole.WriteLine("Point " + point + " is within outline (infront of line) " + nearest);
return false;
}
if(side <= 0 && !o_edges[nearest].Front)
{
//DebugConsole.WriteLine("Point " + point + " is within outline (at the back of line) " + nearest);
return false;
}
}
// Not within the outline
//DebugConsole.WriteLine("Point " + point + " is outside outline");
return true;
}
private int NearestEdge(Vector2D point)
{
// Init variables
float min_dist = float.MaxValue;
int nearest = -1;
// Go through edges
for(int i = 0; i < o_edges.Count; i++)
{
// Get distance to edge
float dist = o_edges[i].Line.SafeDistanceToSq(point, true);
// Check if minimum
if(dist < min_dist)
{
min_dist = dist;
nearest = i;
}
}
// Return nearest edge index
return nearest;
}
// [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()