mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-14 00:20:40 +00:00
Internal: threw out a lot of unoptimized code in TraceSector. Now using Tools.FindPotentialSectorAt.
This commit is contained in:
parent
582f457d76
commit
03a1d26302
2 changed files with 21 additions and 425 deletions
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@ -31,6 +31,7 @@ using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Data;
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using System.Diagnostics;
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#endregion
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#endregion
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@ -2255,11 +2256,18 @@ namespace CodeImp.DoomBuilder.Map
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//DebugConsole.WriteLine((ls.Ignore ? "Ignoring line " : "Processing line ") + ls.Line.Index);
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//DebugConsole.WriteLine((ls.Ignore ? "Ignoring line " : "Processing line ") + ls.Line.Index);
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if (ls.Ignore) continue;
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if (ls.Ignore) continue;
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// Run sector builder on current edge
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// Run sector builder on current edge
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if(!builder.TraceSector(ls.Line, ls.Front)) continue; // Don't create sector if trace failed
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Stopwatch watch = new Stopwatch();
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watch.Start();
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if (!builder.TraceSector(ls.Line, ls.Front))
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{
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General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms, failed!", watch.ElapsedMilliseconds));
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continue; // Don't create sector if trace failed
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}
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General.ErrorLogger.Add(ErrorType.Warning, string.Format("TraceSector: took {0}ms", watch.ElapsedMilliseconds));
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// Find any subsequent edges that were part of the sector created
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// Find any subsequent edges that were part of the sector created
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bool has_existing_lines = false;
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bool has_existing_lines = false;
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bool has_existing_sides = false;
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bool has_existing_sides = false;
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//bool has_zero_sided_lines = false;
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//bool has_zero_sided_lines = false;
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bool has_dragged_sides = false; //mxd
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bool has_dragged_sides = false; //mxd
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@ -49,427 +49,15 @@ namespace CodeImp.DoomBuilder.Map
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///<summary>Traces all edges to build a closed sector starting from [line]</summary>
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///<summary>Traces all edges to build a closed sector starting from [line]</summary>
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internal bool TraceSector(Linedef line, bool front)
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internal bool TraceSector(Linedef line, bool front)
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{
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{
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if(line == null) return false;
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// [ZZ] There indeed already was an implementation of this.
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// 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.
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//DebugConsole.WriteLine(" ");
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sector_edges.Clear();
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//DebugConsole.WriteLine("TraceSector for line " + line.Index + (front ? " (front)" : " (back)"));
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List<LinedefSide> edges = Tools.FindPotentialSectorAt(line, front);
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if (edges == null)
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// Init
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return false;
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sector_edges.Clear();
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sector_edges.AddRange(edges);
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return sector_edges.Count > 0;
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// Create valid vertices list
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}
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vertex_valid = new HashSet<Vertex>(General.Map.Map.Vertices);
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// Find outmost outline
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for(int a = 0; a < 10000; a++)
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{
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// Trace outline
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if(!TraceOutline(line, front))
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{
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//DebugConsole.WriteLine("TraceSector: find outmost outline failed");
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break;
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}
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// Discard any vertices outside the traced outline
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vertex_valid.RemoveWhere(PointOutsideOutline);
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//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after RemoveWhere");
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// If it is clockwise, we've found the outmost outline
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if(o_clockwise)
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{
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//DebugConsole.WriteLine("TraceSector: found outmost outline");
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break;
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}
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// Otherwise, find the next edge outside the outline
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LinedefSide next = FindOuterEdge();
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// If none was found, we're outside the map
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if(next == null)
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{
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//DebugConsole.WriteLine("TraceSector aborted: no outer edge");
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return false;
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}
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// Repeat with this edge
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line = next.Line;
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front = next.Front;
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}
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//DebugConsole.WriteLine("FindOuterEdge: " + o_edges.Count + " lines");
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// Trace all inner outlines, by tracing from the rightmost vertex
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// until all vertices have been discarded
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for(int a = 0; a < 10000; a++)
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{
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// Get inner edge
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LinedefSide edge = FindInnerEdge();
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// Check if we're done
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if(edge == null)
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{
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//DebugConsole.WriteLine("No inner edge found (no edge)");
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break;
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}
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// Trace outline from edge
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if(!TraceOutline(edge.Line, edge.Front))
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{
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//DebugConsole.WriteLine("No inner edge found (TraceOutline failed)");
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break;
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}
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// Discard any vertices outside the traced outline
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vertex_valid.RemoveWhere(PointOutsideOutline);
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//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after RemoveWhere");
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}
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//DebugConsole.WriteLine("FindInnerEdge: " + o_edges.Count + " lines");
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return true;
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}
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///<summary>Traces the sector outline from lines beginning at [line],
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/// on either the front or back side ([front])</summary>
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private bool TraceOutline(Linedef line, bool front)
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{
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// Check line was given
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if(line == null) return false;
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//DebugConsole.WriteLine(" ");
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//DebugConsole.WriteLine("Tracing line " + line.Index + (front ? " (front)" : " (back)"));
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// Init outline
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o_edges.Clear();
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o_bbox = RectangleF.Empty;
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LinedefSide start = new LinedefSide(line, front);
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o_edges.Add(start);
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int edge_sum = 0;
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Dictionary<Linedef, int> visited_lines = new Dictionary<Linedef, int>();
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// Begin tracing
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LinedefSide edge = new LinedefSide(line, front);
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vertex_right = edge.Line.Start;
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for(int a = 0; a < 10000; a++)
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{
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// Update edge sum (for clockwise detection)
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if(edge.Front)
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edge_sum += (int)(edge.Line.Start.Position.x * edge.Line.End.Position.y - edge.Line.End.Position.x * edge.Line.Start.Position.y);
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else
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edge_sum += (int)(edge.Line.End.Position.x * edge.Line.Start.Position.y - edge.Line.Start.Position.x * edge.Line.End.Position.y);
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// Update rightmost vertex
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if(edge.Line.Start.Position.x > vertex_right.Position.x)
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vertex_right = edge.Line.Start;
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if(edge.Line.End.Position.x > vertex_right.Position.x)
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vertex_right = edge.Line.End;
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// Get next edge. If no valid next edge was found, go back along the current line
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LinedefSide edge_next = (NextEdge(edge, visited_lines) ?? new LinedefSide(edge.Line, !edge.Front));
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//DebugConsole.WriteLine("Next line for " + edge.Line.Index + (edge.Front ? " (front)" : " (back)") + ": " + edge_next.Line.Index + (edge_next.Front ? " (front)" : " (back)"));
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// Discard edge vertices
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vertex_valid.Remove(edge_next.Line.Start);
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vertex_valid.Remove(edge_next.Line.End);
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//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after Remove (in TraceOutline)");
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// Check if we're back to the start
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if(edge_next.Line == start.Line && edge_next.Front == start.Front)
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break;
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// Add edge to outline
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o_edges.Add(edge_next);
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edge.Line = edge_next.Line;
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edge.Front = edge_next.Front;
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// Update bounding box
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RectangleF l_bbox = RectangleF.FromLTRB(
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Math.Min(edge.Line.Start.Position.x, edge.Line.End.Position.x), // left
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Math.Min(edge.Line.Start.Position.y, edge.Line.End.Position.y), // top
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Math.Max(edge.Line.Start.Position.x, edge.Line.End.Position.x), // right
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Math.Max(edge.Line.Start.Position.y, edge.Line.End.Position.y)); // bottom
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//mxd. As it turned out, o_bbox.IsEmpty was not what we needed...
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o_bbox = (o_bbox == RectangleF.Empty ? l_bbox : RectangleF.Union(o_bbox, l_bbox));
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}
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// Check if outline is clockwise
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o_clockwise = (edge_sum < 0);
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//DebugConsole.WriteLine("TraceOutline for line " + line.Index + " (" + (front ? "front":"back") + ") found " + o_edges.Count + " edges; o_clockwise=" + o_clockwise);
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// Add outline edges to sector edge list
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sector_edges.AddRange(o_edges);
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// Trace complete
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return true;
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}
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/// <summary>Finds the next closest edge outside of the current outline (that isn't part of the current outline)</summary>
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private LinedefSide FindOuterEdge()
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{
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// Check we have a rightmost vertex
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if(vertex_right == null) return null;
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// Init
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float vr_x = vertex_right.Position.x;
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float vr_y = vertex_right.Position.y;
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float min_dist = float.MaxValue;
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Linedef nearest = null;
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// Fire a ray east from the vertex and find the first line it crosses
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foreach(Linedef line in General.Map.Map.Linedefs)
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{
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// Ignore if the line is completely left of the vertex
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if(line.Start.Position.x <= vr_x && line.End.Position.x <= vr_x) continue;
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// Ignore horizontal lines
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if(line.Start.Position.y == line.End.Position.y) continue;
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// Ignore if the line doesn't intersect the y value
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if((line.Start.Position.y < vr_y && line.End.Position.y < vr_y) ||
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(line.Start.Position.y > vr_y && line.End.Position.y > vr_y))
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continue;
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// Get x intercept
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float int_frac = (vr_y - line.Start.Position.y) / (line.End.Position.y - line.Start.Position.y);
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float int_x = line.Start.Position.x + ((line.End.Position.x - line.Start.Position.x) * int_frac);
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float dist = Math.Abs(int_x - vr_x);
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// Check if closest
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if(nearest == null || dist < min_dist)
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{
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min_dist = dist;
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nearest = line;
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}
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else if(Math.Abs(dist - min_dist) < 0.001f)
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{
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// In the case of a tie, use the distance to each line as a tiebreaker - this fixes cases where the ray hits a vertex
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// shared by two lines. Choosing the further line would mean choosing an inner edge, which is clearly wrong.
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float line_dist = line.SafeDistanceToSq(vertex_right.Position, true);
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float nearest_dist = nearest.SafeDistanceToSq(vertex_right.Position, true);
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if(line_dist < nearest_dist)
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{
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min_dist = dist;
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nearest = line;
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}
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}
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}
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// Check for valid line
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if(nearest == null) return null;
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// Determine the edge side
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float side = -nearest.SideOfLine(vertex_right.Position); //mxd. SideOfLine logic is inverted in Slade 3
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return new LinedefSide(nearest, side > 0); //mxd. The meaning of 0.0 is also inverted!!! (I've spent 2 days figuring this out...)
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}
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/// <summary>Find the closest edge within the current outline (that isn't part of the current outline)</summary>
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private LinedefSide FindInnerEdge()
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{
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//DebugConsole.WriteLine("FindInnerEdge: processing " + vertex_valid.Count + " verts");
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// Find rightmost non-discarded vertex
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vertex_right = null;
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foreach(Vertex v in vertex_valid)
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{
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// Set rightmost if no current rightmost vertex
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if(vertex_right == null)
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{
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vertex_right = v;
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continue;
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}
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// Check if the vertex is rightmost
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if(v.Position.x > vertex_right.Position.x)
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vertex_right = v;
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}
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// If no vertex was found, we're done
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if(vertex_right == null)
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{
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//DebugConsole.WriteLine("FindInnerEdge: no vertex_right");
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return null;
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}
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// Go through vertex's connected lines, to find
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// the line with the smallest angle parallel with
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// the right side of the bbox
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Linedef eline = null;
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float min_angle = float.MaxValue;
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foreach(Linedef line in vertex_right.Linedefs)
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{
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// Ignore if zero-length
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if(line.Start == line.End) continue;
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// Get opposite vertex
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Vertex opposite = (line.Start == vertex_right ? line.End : line.Start);
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// Determine angle
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float angle = Angle2D.GetAngle(new Vector2D(vertex_right.Position.x + 32, vertex_right.Position.y),
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new Vector2D(vertex_right.Position.x, vertex_right.Position.y),
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new Vector2D(opposite.Position.x, opposite.Position.y));
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// Check if minimum
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if(angle < min_angle)
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{
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min_angle = angle;
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eline = line;
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}
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}
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// If no line was found, something is wrong (the vertex may have no attached lines)
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if(eline == null)
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{
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// Discard vertex and try again
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vertex_valid.Remove(vertex_right);
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//DebugConsole.WriteLine("vertex_valid: " + vertex_valid.Count + " verts after Remove (in FindInnerEdge)");
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return FindInnerEdge();
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}
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// Determine appropriate side
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return new LinedefSide(eline, (vertex_right == eline.Start));
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}
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///<summary>Finds the next adjacent edge to [edge], ie the adjacent edge that creates the smallest angle</summary>
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private static LinedefSide NextEdge(LinedefSide edge, Dictionary<Linedef, int> visited_lines)
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{
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// Get relevant vertices
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Vertex vertex; // Vertex to be tested
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Vertex vertex_prev; // 'Previous' vertex
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if(edge.Front)
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{
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vertex = edge.Line.End;
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vertex_prev = edge.Line.Start;
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}
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else
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{
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vertex = edge.Line.Start;
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vertex_prev = edge.Line.End;
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}
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// Find next connected line with the lowest angle
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float min_angle = Angle2D.PI2;
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LinedefSide next = null;
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foreach(Linedef line in vertex.Linedefs)
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{
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// Ignore original line
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if(line == edge.Line) continue;
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// Ignore if zero-length
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if(line.Start.Position == line.End.Position) continue;
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// Get next vertex
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Vertex vertex_next;
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bool front = true;
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if(line.Start == vertex)
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{
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vertex_next = line.End;
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}
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else
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{
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vertex_next = line.Start;
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front = false;
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}
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// Ignore already-traversed lines
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int side = (front ? 1 : 2);
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if(visited_lines.ContainsKey(line) && (visited_lines[line] & side) == side) continue;
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|
||||||
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Checks if the traced sector is valid (ie. all edges are currently referencing the same (existing) sector)</summary>
|
/// <summary>Checks if the traced sector is valid (ie. all edges are currently referencing the same (existing) sector)</summary>
|
||||||
public bool IsValidSector()
|
public bool IsValidSector()
|
||||||
|
|
Loading…
Reference in a new issue