mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-10 06:41:49 +00:00
0d726c6884
Changed, Classic modes: added a limit on how far the view can be scrolled from the editable map area. Fixed, Drag geometry modes: in some cases incorrect vertices were removed when using "Replace with dragged geometry" drag mode. Fixed, Game configurations: sector special 195 ("Hidden Sector") was missing from Hexen/UDMF specials list.
4330 lines
123 KiB
C#
4330 lines
123 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.Collections.Specialized;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Map
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{
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/// <summary>
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/// Manages all geometry structures and things in a map. Also provides
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/// methods to works with selections and marking elements for any purpose.
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/// Note that most methods are of O(n) complexity.
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/// </summary>
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public sealed class MapSet
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{
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#region ================== Constants
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/// <summary>Stiching distance. This is only to get around inaccuracies. Basically,
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/// geometry only stitches when exactly on top of each other.</summary>
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public const float STITCH_DISTANCE = 0.005f; //mxd. 0.001f is not enough when drawing very long lines...
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// Virtual sector identification
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// This contains a character that is invalid in the UDMF standard, but valid
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// in our parser, so that it can only be used by Doom Builder and will never
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// conflict with any other valid UDMF field.
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internal const string VIRTUAL_SECTOR_FIELD = "!virtual_sector";
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//mxd
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private const string SELECTION_GROUPS_PATH = "selectiongroups";
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// Handler for tag fields
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public delegate void TagHandler<T>(MapElement element, bool actionargument, UniversalType type, ref int value, T obj);
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#endregion
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#region ================== Variables
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// Sector indexing
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private List<int> indexholes;
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private int lastsectorindex;
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// Sidedef indexing for (de)serialization
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private Sidedef[] sidedefindices;
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// Map structures
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private Vertex[] vertices;
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private Linedef[] linedefs;
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private Sidedef[] sidedefs;
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private Sector[] sectors;
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private Thing[] things;
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private int numvertices;
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private int numlinedefs;
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private int numsidedefs;
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private int numsectors;
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private int numthings;
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// Behavior
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private int freezearrays;
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private bool autoremove;
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// Selected elements
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private LinkedList<Vertex> sel_vertices;
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private LinkedList<Linedef> sel_linedefs;
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private LinkedList<Sector> sel_sectors;
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private LinkedList<Thing> sel_things;
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private SelectionType sel_type;
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// Statics
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private static long emptylongname;
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private static UniValue virtualsectorvalue;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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/// <summary>Returns the number of selected sectors.</summary>
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public int SelectedSectorsCount { get { return sel_sectors.Count; } }
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/// <summary>Returns the number of selected linedefs.</summary>
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public int SelectedLinedefsCount { get { return sel_linedefs.Count; } }
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/// <summary>Returns the number of selected vertices.</summary>
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public int SelectedVerticessCount { get { return sel_vertices.Count; } }
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/// <summary>Returns the number of selected things.</summary>
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public int SelectedThingsCount { get { return sel_things.Count; } }
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/// <summary>Returns a reference to the list of all vertices.</summary>
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public ICollection<Vertex> Vertices { get { if(freezearrays == 0) return vertices; else return new MapElementCollection<Vertex>(ref vertices, numvertices); } }
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/// <summary>Returns a reference to the list of all linedefs.</summary>
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public ICollection<Linedef> Linedefs { get { if(freezearrays == 0) return linedefs; else return new MapElementCollection<Linedef>(ref linedefs, numlinedefs); } }
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/// <summary>Returns a reference to the list of all sidedefs.</summary>
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public ICollection<Sidedef> Sidedefs { get { if(freezearrays == 0) return sidedefs; else return new MapElementCollection<Sidedef>(ref sidedefs, numsidedefs); } }
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/// <summary>Returns a reference to the list of all sectors.</summary>
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public ICollection<Sector> Sectors { get { if(freezearrays == 0) return sectors; else return new MapElementCollection<Sector>(ref sectors, numsectors); } }
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/// <summary>Returns a reference to the list of all things.</summary>
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public ICollection<Thing> Things { get { if(freezearrays == 0) return things; else return new MapElementCollection<Thing>(ref things, numthings); } }
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/// <summary>Indicates if the map is disposed.</summary>
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public bool IsDisposed { get { return isdisposed; } }
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/// <summary>Returns a reference to the list of selected vertices.</summary>
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internal LinkedList<Vertex> SelectedVertices { get { return sel_vertices; } }
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/// <summary>Returns a reference to the list of selected linedefs.</summary>
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internal LinkedList<Linedef> SelectedLinedefs { get { return sel_linedefs; } }
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/// <summary>Returns a reference to the list of selected sectors.</summary>
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internal LinkedList<Sector> SelectedSectors { get { return sel_sectors; } }
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/// <summary>Returns a reference to the list of selected things.</summary>
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internal LinkedList<Thing> SelectedThings { get { return sel_things; } }
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/// <summary>Returns the current type of selection.</summary>
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public SelectionType SelectionType { get { return sel_type; } set { sel_type = value; } }
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/// <summary>Long name to indicate "no texture". This is the long name for a single dash.</summary>
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public static long EmptyLongName { get { return emptylongname; } }
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/// <summary>Returns the name of the custom field that marks virtual sectors in pasted geometry.</summary>
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public static string VirtualSectorField { get { return VIRTUAL_SECTOR_FIELD; } }
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/// <summary>Returns the value of the custom field that marks virtual sectors in pasted geometry.</summary>
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public static UniValue VirtualSectorValue { get { return virtualsectorvalue; } }
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internal Sidedef[] SidedefIndices { get { return sidedefindices; } }
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internal bool AutoRemove { get { return autoremove; } set { autoremove = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor for new empty map
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internal MapSet()
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{
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// Initialize
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vertices = new Vertex[0];
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linedefs = new Linedef[0];
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sidedefs = new Sidedef[0];
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sectors = new Sector[0];
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things = new Thing[0];
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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autoremove = true;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Constructor for map to deserialize
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internal MapSet(MemoryStream stream)
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{
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// Initialize
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vertices = new Vertex[0];
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linedefs = new Linedef[0];
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sidedefs = new Sidedef[0];
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sectors = new Sector[0];
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things = new Thing[0];
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sel_vertices = new LinkedList<Vertex>();
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sel_linedefs = new LinkedList<Linedef>();
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sel_sectors = new LinkedList<Sector>();
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sel_things = new LinkedList<Thing>();
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indexholes = new List<int>();
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lastsectorindex = 0;
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autoremove = true;
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// Deserialize
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Deserialize(stream);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Already set isdisposed so that changes can be prohibited
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isdisposed = true;
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BeginAddRemove();
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// Dispose all things
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while((things.Length > 0) && (things[0] != null))
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things[0].Dispose();
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// Dispose all sectors
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while((sectors.Length > 0) && (sectors[0] != null))
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sectors[0].Dispose();
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// Dispose all sidedefs
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while((sidedefs.Length > 0) && (sidedefs[0] != null))
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sidedefs[0].Dispose();
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// Dispose all linedefs
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while((linedefs.Length > 0) && (linedefs[0] != null))
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linedefs[0].Dispose();
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// Dispose all vertices
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while((vertices.Length > 0) && (vertices[0] != null))
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vertices[0].Dispose();
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// Clean up
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vertices = null;
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linedefs = null;
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sidedefs = null;
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sectors = null;
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things = null;
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sel_vertices = null;
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sel_linedefs = null;
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sel_sectors = null;
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sel_things = null;
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indexholes = null;
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// Done
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isdisposed = true;
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}
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}
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// Static initializer
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internal static void Initialize()
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{
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emptylongname = Lump.MakeLongName("-", false);
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virtualsectorvalue = new UniValue((int)UniversalType.Integer, 0);
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}
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#endregion
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#region ================== Management
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// This begins large add/remove operations
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public void BeginAddRemove()
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{
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freezearrays++;
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}
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// This allocates the arrays to a minimum size so that
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// a lot of items can be created faster. This function will never
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// allocate less than the current number of items.
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public void SetCapacity(int nvertices, int nlinedefs, int nsidedefs, int nsectors, int nthings)
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{
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if(freezearrays == 0)
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throw new Exception("You must call BeginAddRemove before setting the reserved capacity.");
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if(numvertices < nvertices)
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Array.Resize(ref vertices, nvertices);
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if(numlinedefs < nlinedefs)
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Array.Resize(ref linedefs, nlinedefs);
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if(numsidedefs < nsidedefs)
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Array.Resize(ref sidedefs, nsidedefs);
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if(numsectors < nsectors)
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Array.Resize(ref sectors, nsectors);
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if(numthings < nthings)
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Array.Resize(ref things, nthings);
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}
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// This ends add/remove operations and crops the arrays
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public void EndAddRemove()
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{
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if(freezearrays > 0)
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freezearrays--;
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if(freezearrays == 0)
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{
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if(numvertices < vertices.Length)
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Array.Resize(ref vertices, numvertices);
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if(numlinedefs < linedefs.Length)
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Array.Resize(ref linedefs, numlinedefs);
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if(numsidedefs < sidedefs.Length)
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Array.Resize(ref sidedefs, numsidedefs);
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if(numsectors < sectors.Length)
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Array.Resize(ref sectors, numsectors);
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if(numthings < things.Length)
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Array.Resize(ref things, numthings);
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}
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}
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/// <summary>
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/// This makes a deep copy and returns the new MapSet.
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/// </summary>
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public MapSet Clone()
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{
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// Create the map set
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MapSet newset = new MapSet();
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newset.BeginAddRemove();
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newset.SetCapacity(numvertices, numlinedefs, numsidedefs, numsectors, numthings);
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// Go for all vertices
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foreach(Vertex v in vertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in sectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in linedefs)
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{
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// Make new linedef
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Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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// Make new sidedef
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Sidedef nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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// Make new sidedef
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Sidedef nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in things)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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newset.EndAddRemove();
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return newset;
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}
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// This makes a deep copy of the marked geometry and binds missing sectors to a virtual sector
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internal MapSet CloneMarked()
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{
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Sector virtualsector = null;
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// Create the map set
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MapSet newset = new MapSet();
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newset.BeginAddRemove();
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// Get marked geometry
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ICollection<Vertex> mvertices = GetMarkedVertices(true);
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ICollection<Linedef> mlinedefs = GetMarkedLinedefs(true);
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ICollection<Sector> msectors = GetMarkedSectors(true);
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ICollection<Thing> mthings = GetMarkedThings(true);
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newset.SetCapacity(mvertices.Count, mlinedefs.Count, numsidedefs, msectors.Count, mthings.Count);
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// Go for all vertices
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foreach(Vertex v in mvertices)
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{
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// Make new vertex
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v.Clone = newset.CreateVertex(v.Position);
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v.CopyPropertiesTo(v.Clone);
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}
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// Go for all sectors
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foreach(Sector s in msectors)
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{
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// Make new sector
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s.Clone = newset.CreateSector();
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s.CopyPropertiesTo(s.Clone);
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}
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// Go for all linedefs
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foreach(Linedef l in mlinedefs)
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{
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// Make new linedef
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Linedef nl = newset.CreateLinedef(l.Start.Clone, l.End.Clone);
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l.CopyPropertiesTo(nl);
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// Linedef has a front side?
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if(l.Front != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Front.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, true, l.Front.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Front.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields.BeforeFieldsChange();
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, true, virtualsector);
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}
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l.Front.CopyPropertiesTo(nd);
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}
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// Linedef has a back side?
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if(l.Back != null)
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{
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Sidedef nd;
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// Sector on front side marked?
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if(l.Back.Sector.Marked)
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{
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// Make new sidedef
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nd = newset.CreateSidedef(nl, false, l.Back.Sector.Clone);
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}
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else
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{
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// Make virtual sector if needed
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if(virtualsector == null)
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{
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virtualsector = newset.CreateSector();
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l.Back.Sector.CopyPropertiesTo(virtualsector);
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virtualsector.Fields.BeforeFieldsChange();
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virtualsector.Fields[VIRTUAL_SECTOR_FIELD] = new UniValue(virtualsectorvalue);
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}
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// Make new sidedef that links to the virtual sector
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nd = newset.CreateSidedef(nl, false, virtualsector);
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}
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l.Back.CopyPropertiesTo(nd);
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}
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}
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// Go for all things
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foreach(Thing t in mthings)
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{
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// Make new thing
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Thing nt = newset.CreateThing();
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t.CopyPropertiesTo(nt);
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}
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// Remove clone references
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foreach(Vertex v in vertices) v.Clone = null;
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foreach(Sector s in sectors) s.Clone = null;
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// Return the new set
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newset.EndAddRemove();
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return newset;
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}
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/// <summary>This creates a new vertex and returns it.</summary>
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public Vertex CreateVertex(Vector2D pos)
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{
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if(numvertices == General.Map.FormatInterface.MaxVertices)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
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return null;
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}
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// Make the vertex
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Vertex v = new Vertex(this, numvertices, pos);
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AddItem(v, ref vertices, numvertices, ref numvertices);
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return v;
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}
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/// <summary>This creates a new vertex and returns it.</summary>
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public Vertex CreateVertex(int index, Vector2D pos)
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{
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if(numvertices == General.Map.FormatInterface.MaxVertices)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of vertices reached.");
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return null;
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}
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// Make the vertex
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Vertex v = new Vertex(this, index, pos);
|
|
AddItem(v, ref vertices, index, ref numvertices);
|
|
return v;
|
|
}
|
|
|
|
/// <summary>This creates a new linedef and returns it.</summary>
|
|
public Linedef CreateLinedef(Vertex start, Vertex end)
|
|
{
|
|
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the linedef
|
|
Linedef l = new Linedef(this, numlinedefs, start, end);
|
|
AddItem(l, ref linedefs, numlinedefs, ref numlinedefs);
|
|
return l;
|
|
}
|
|
|
|
/// <summary>This creates a new linedef and returns it.</summary>
|
|
public Linedef CreateLinedef(int index, Vertex start, Vertex end)
|
|
{
|
|
if(numlinedefs == General.Map.FormatInterface.MaxLinedefs)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of linedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the linedef
|
|
Linedef l = new Linedef(this, index, start, end);
|
|
AddItem(l, ref linedefs, index, ref numlinedefs);
|
|
return l;
|
|
}
|
|
|
|
/// <summary>This creates a new sidedef and returns it.</summary>
|
|
public Sidedef CreateSidedef(Linedef l, bool front, Sector s)
|
|
{
|
|
if(numsidedefs == int.MaxValue)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sidedef
|
|
Sidedef sd = new Sidedef(this, numsidedefs, l, front, s);
|
|
AddItem(sd, ref sidedefs, numsidedefs, ref numsidedefs);
|
|
return sd;
|
|
}
|
|
|
|
/// <summary>This creates a new sidedef and returns it.</summary>
|
|
public Sidedef CreateSidedef(int index, Linedef l, bool front, Sector s)
|
|
{
|
|
if(numsidedefs == int.MaxValue)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sidedefs reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sidedef
|
|
Sidedef sd = new Sidedef(this, index, l, front, s);
|
|
AddItem(sd, ref sidedefs, index, ref numsidedefs);
|
|
return sd;
|
|
}
|
|
|
|
/// <summary>This creates a new sector and returns it.</summary>
|
|
public Sector CreateSector()
|
|
{
|
|
// Make the sector
|
|
return CreateSector(numsectors);
|
|
}
|
|
|
|
/// <summary>This creates a new sector and returns it.</summary>
|
|
public Sector CreateSector(int index)
|
|
{
|
|
int fixedindex;
|
|
|
|
if(numsectors == General.Map.FormatInterface.MaxSectors)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
|
|
return null;
|
|
}
|
|
|
|
// Do we have any index holes we can use?
|
|
if(indexholes.Count > 0)
|
|
{
|
|
// Take one of the index holes
|
|
fixedindex = indexholes[indexholes.Count - 1];
|
|
indexholes.RemoveAt(indexholes.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
// Make a new index
|
|
fixedindex = lastsectorindex++;
|
|
}
|
|
|
|
// Make the sector
|
|
return CreateSectorEx(fixedindex, index);
|
|
}
|
|
|
|
// This creates a new sector with a specific fixed index
|
|
private Sector CreateSectorEx(int fixedindex, int index)
|
|
{
|
|
if(numsectors == General.Map.FormatInterface.MaxSectors)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of sectors reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the sector
|
|
Sector s = new Sector(this, index, fixedindex);
|
|
AddItem(s, ref sectors, index, ref numsectors);
|
|
return s;
|
|
}
|
|
|
|
/// <summary>This creates a new thing and returns it.</summary>
|
|
public Thing CreateThing()
|
|
{
|
|
if(numthings == General.Map.FormatInterface.MaxThings)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the thing
|
|
Thing t = new Thing(this, numthings);
|
|
AddItem(t, ref things, numthings, ref numthings);
|
|
return t;
|
|
}
|
|
|
|
/// <summary>This creates a new thing and returns it.</summary>
|
|
public Thing CreateThing(int index)
|
|
{
|
|
if(numthings == General.Map.FormatInterface.MaxThings)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to complete operation: maximum number of things reached.");
|
|
return null;
|
|
}
|
|
|
|
// Make the thing
|
|
Thing t = new Thing(this, index);
|
|
AddItem(t, ref things, index, ref numthings);
|
|
return t;
|
|
}
|
|
|
|
// This increases the size of the array to add an item
|
|
private void AddItem<T>(T item, ref T[] array, int index, ref int counter) where T: MapElement
|
|
{
|
|
// Only resize when there are no more free entries
|
|
if(counter == array.Length)
|
|
{
|
|
if(freezearrays == 0)
|
|
Array.Resize(ref array, counter + 1);
|
|
else
|
|
Array.Resize(ref array, counter + 10);
|
|
}
|
|
|
|
// Move item at the given index if the new item is not added at the end
|
|
if(index != counter)
|
|
{
|
|
array[counter] = array[index];
|
|
array[counter].Index = counter;
|
|
}
|
|
|
|
// Add item
|
|
array[index] = item;
|
|
counter++;
|
|
}
|
|
|
|
// This adds a sector index hole
|
|
internal void AddSectorIndexHole(int index)
|
|
{
|
|
indexholes.Add(index);
|
|
}
|
|
|
|
private void RemoveItem<T>(ref T[] array, int index, ref int counter) where T: MapElement
|
|
{
|
|
if(index == (counter - 1))
|
|
{
|
|
array[index] = null;
|
|
}
|
|
else
|
|
{
|
|
array[index] = array[counter - 1];
|
|
array[index].Index = index;
|
|
array[counter - 1] = null;
|
|
}
|
|
|
|
counter--;
|
|
|
|
if(freezearrays == 0)
|
|
Array.Resize(ref array, counter);
|
|
}
|
|
|
|
internal void RemoveVertex(int index)
|
|
{
|
|
RemoveItem(ref vertices, index, ref numvertices);
|
|
}
|
|
|
|
internal void RemoveLinedef(int index)
|
|
{
|
|
RemoveItem(ref linedefs, index, ref numlinedefs);
|
|
}
|
|
|
|
internal void RemoveSidedef(int index)
|
|
{
|
|
RemoveItem(ref sidedefs, index, ref numsidedefs);
|
|
}
|
|
|
|
internal void RemoveSector(int index)
|
|
{
|
|
RemoveItem(ref sectors, index, ref numsectors);
|
|
}
|
|
|
|
internal void RemoveThing(int index)
|
|
{
|
|
RemoveItem(ref things, index, ref numthings);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Serialization
|
|
|
|
// This serializes the MapSet
|
|
internal MemoryStream Serialize()
|
|
{
|
|
MemoryStream stream = new MemoryStream(20000000); // Yes that is about 20 MB.
|
|
SerializerStream serializer = new SerializerStream(stream);
|
|
|
|
// Index the sidedefs
|
|
int sidedefindex = 0;
|
|
foreach(Sidedef sd in sidedefs)
|
|
sd.SerializedIndex = sidedefindex++;
|
|
|
|
serializer.Begin();
|
|
|
|
// Write private data
|
|
serializer.wInt(lastsectorindex);
|
|
serializer.wInt(indexholes.Count);
|
|
foreach(int i in indexholes) serializer.wInt(i);
|
|
|
|
// Write map data
|
|
WriteVertices(serializer);
|
|
WriteSectors(serializer);
|
|
WriteLinedefs(serializer);
|
|
WriteSidedefs(serializer);
|
|
WriteThings(serializer);
|
|
|
|
serializer.End();
|
|
|
|
// Reallocate to keep only the used memory
|
|
stream.Capacity = (int)stream.Length;
|
|
|
|
return stream;
|
|
}
|
|
|
|
// This serializes things
|
|
private void WriteThings(SerializerStream stream)
|
|
{
|
|
stream.wInt(numthings);
|
|
|
|
// Go for all things
|
|
foreach(Thing t in things)
|
|
{
|
|
t.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes vertices
|
|
private void WriteVertices(SerializerStream stream)
|
|
{
|
|
stream.wInt(numvertices);
|
|
|
|
// Go for all vertices
|
|
int index = 0;
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
v.SerializedIndex = index++;
|
|
|
|
v.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes linedefs
|
|
private void WriteLinedefs(SerializerStream stream)
|
|
{
|
|
stream.wInt(numlinedefs);
|
|
|
|
// Go for all lines
|
|
int index = 0;
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
l.SerializedIndex = index++;
|
|
|
|
stream.wInt(l.Start.SerializedIndex);
|
|
|
|
stream.wInt(l.End.SerializedIndex);
|
|
|
|
l.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes sidedefs
|
|
private void WriteSidedefs(SerializerStream stream)
|
|
{
|
|
stream.wInt(numsidedefs);
|
|
|
|
// Go for all sidedefs
|
|
foreach(Sidedef sd in sidedefs)
|
|
{
|
|
stream.wInt(sd.Line.SerializedIndex);
|
|
|
|
stream.wInt(sd.Sector.SerializedIndex);
|
|
|
|
stream.wBool(sd.IsFront);
|
|
|
|
sd.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This serializes sectors
|
|
private void WriteSectors(SerializerStream stream)
|
|
{
|
|
stream.wInt(numsectors);
|
|
|
|
// Go for all sectors
|
|
int index = 0;
|
|
foreach(Sector s in sectors)
|
|
{
|
|
s.SerializedIndex = index++;
|
|
|
|
s.ReadWrite(stream);
|
|
s.Triangles.ReadWrite(stream); //mxd
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Deserialization
|
|
|
|
// This deserializes the MapSet
|
|
internal void Deserialize(MemoryStream stream)
|
|
{
|
|
stream.Seek(0, SeekOrigin.Begin);
|
|
DeserializerStream deserializer = new DeserializerStream(stream);
|
|
|
|
deserializer.Begin();
|
|
|
|
// Read private data
|
|
int c;
|
|
deserializer.rInt(out lastsectorindex);
|
|
deserializer.rInt(out c);
|
|
indexholes = new List<int>(c);
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int index; deserializer.rInt(out index);
|
|
indexholes.Add(index);
|
|
}
|
|
|
|
// Read map data
|
|
Vertex[] verticesarray = ReadVertices(deserializer);
|
|
Sector[] sectorsarray = ReadSectors(deserializer);
|
|
Linedef[] linedefsarray = ReadLinedefs(deserializer, verticesarray);
|
|
ReadSidedefs(deserializer, linedefsarray, sectorsarray);
|
|
ReadThings(deserializer);
|
|
|
|
deserializer.End();
|
|
deserializer.Dispose(); //mxd
|
|
|
|
// Make table of sidedef indices
|
|
sidedefindices = new Sidedef[numsidedefs];
|
|
foreach(Sidedef sd in sidedefs)
|
|
sidedefindices[sd.SerializedIndex] = sd;
|
|
|
|
// Call PostDeserialize
|
|
foreach(Sector s in sectors)
|
|
s.PostDeserialize(this);
|
|
}
|
|
|
|
// This deserializes things
|
|
private void ReadThings(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
// Go for all things
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
Thing t = CreateThing();
|
|
t.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This deserializes vertices
|
|
private Vertex[] ReadVertices(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Vertex[] array = new Vertex[c];
|
|
|
|
// Go for all vertices
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
array[i] = CreateVertex(new Vector2D());
|
|
array[i].ReadWrite(stream);
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
// This deserializes linedefs
|
|
private Linedef[] ReadLinedefs(DeserializerStream stream, Vertex[] verticesarray)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Linedef[] array = new Linedef[c];
|
|
|
|
// Go for all lines
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int start, end;
|
|
|
|
stream.rInt(out start);
|
|
|
|
stream.rInt(out end);
|
|
|
|
array[i] = CreateLinedef(verticesarray[start], verticesarray[end]);
|
|
array[i].ReadWrite(stream);
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
// This deserializes sidedefs
|
|
private void ReadSidedefs(DeserializerStream stream, Linedef[] linedefsarray, Sector[] sectorsarray)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
// Go for all sidedefs
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
int lineindex, sectorindex;
|
|
bool front;
|
|
|
|
stream.rInt(out lineindex);
|
|
|
|
stream.rInt(out sectorindex);
|
|
|
|
stream.rBool(out front);
|
|
|
|
Sidedef sd = CreateSidedef(linedefsarray[lineindex], front, sectorsarray[sectorindex]);
|
|
sd.ReadWrite(stream);
|
|
}
|
|
}
|
|
|
|
// This deserializes sectors
|
|
private Sector[] ReadSectors(DeserializerStream stream)
|
|
{
|
|
int c; stream.rInt(out c);
|
|
|
|
Sector[] array = new Sector[c];
|
|
|
|
// Go for all sectors
|
|
for(int i = 0; i < c; i++)
|
|
{
|
|
array[i] = CreateSector();
|
|
array[i].ReadWrite(stream);
|
|
array[i].Triangles.ReadWrite(stream); //mxd
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Updating
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements where needed. You must call this after making changes to the map.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
// Update all!
|
|
Update(true, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements where needed. It is not recommended to use this version, please use Update() instead.
|
|
/// </summary>
|
|
public void Update(bool dolines, bool dosectors)
|
|
{
|
|
// Update all linedefs
|
|
if(dolines) foreach(Linedef l in linedefs) l.UpdateCache();
|
|
|
|
// Update all sectors
|
|
if(dosectors)
|
|
{
|
|
foreach(Sector s in sectors) s.Triangulate();
|
|
General.Map.CRenderer2D.Surfaces.AllocateBuffers();
|
|
foreach(Sector s in sectors) s.CreateSurfaces();
|
|
General.Map.CRenderer2D.Surfaces.UnlockBuffers();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates the cache of all elements that is required after a configuration or settings change.
|
|
/// </summary>
|
|
public void UpdateConfiguration()
|
|
{
|
|
// Update all things
|
|
foreach(Thing t in things) t.UpdateConfiguration();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection
|
|
|
|
// This checks a flag in a selection type
|
|
private static bool InSelectionType(SelectionType value, SelectionType bits)
|
|
{
|
|
return (value & bits) == bits;
|
|
}
|
|
|
|
/// <summary>This converts the current selection to a different type of selection as specified.
|
|
/// Note that this function uses the markings to convert the selection.</summary>
|
|
public void ConvertSelection(SelectionType target)
|
|
{
|
|
ConvertSelection(SelectionType.All, target);
|
|
}
|
|
|
|
/// <summary>This converts the current selection to a different type of selection as specified.
|
|
/// Note that this function uses the markings to convert the selection.</summary>
|
|
public void ConvertSelection(SelectionType source, SelectionType target)
|
|
{
|
|
ClearAllMarks(false);
|
|
|
|
switch(target)
|
|
{
|
|
// Convert geometry selection to vertices only
|
|
case SelectionType.Vertices:
|
|
if(InSelectionType(source, SelectionType.Linedefs)) MarkSelectedLinedefs(true, true);
|
|
if(InSelectionType(source, SelectionType.Sectors)) General.Map.Map.MarkSelectedSectors(true, true);
|
|
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
|
|
foreach(Vertex v in verts) v.Selected = true;
|
|
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
|
|
foreach(Vertex v in verts) v.Selected = true;
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
break;
|
|
|
|
// Convert geometry selection to linedefs only
|
|
case SelectionType.Linedefs:
|
|
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
|
|
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
|
|
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
|
|
foreach(Linedef l in lines) l.Selected = true;
|
|
if(InSelectionType(source, SelectionType.Sectors))
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Selected)
|
|
{
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
}
|
|
}
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedVertices();
|
|
break;
|
|
|
|
// Convert geometry selection to sectors only
|
|
case SelectionType.Sectors:
|
|
if(InSelectionType(source, SelectionType.Vertices)) MarkSelectedVertices(true, true);
|
|
if(!InSelectionType(source, SelectionType.Linedefs)) ClearSelectedLinedefs();
|
|
lines = LinedefsFromMarkedVertices(false, true, false);
|
|
foreach(Linedef l in lines) l.Selected = true;
|
|
ClearMarkedSectors(true);
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(!l.Selected)
|
|
{
|
|
if(l.Front != null) l.Front.Sector.Marked = false;
|
|
if(l.Back != null) l.Back.Sector.Marked = false;
|
|
}
|
|
}
|
|
ClearSelectedLinedefs();
|
|
ClearSelectedVertices();
|
|
if(InSelectionType(source, SelectionType.Sectors))
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Selected || (s.Marked && s.Sidedefs.Count > 0))
|
|
{
|
|
s.Selected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked && s.Sidedefs.Count > 0)
|
|
{
|
|
s.Selected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
else
|
|
{
|
|
s.Selected = false;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
throw new ArgumentException("Unsupported selection target conversion");
|
|
}
|
|
|
|
// New selection type
|
|
sel_type = target;
|
|
}
|
|
|
|
/// <summary>This clears all selected items</summary>
|
|
public void ClearAllSelected()
|
|
{
|
|
ClearSelectedVertices();
|
|
ClearSelectedThings();
|
|
ClearSelectedLinedefs();
|
|
ClearSelectedSectors();
|
|
}
|
|
|
|
/// <summary>This clears selected vertices.</summary>
|
|
public void ClearSelectedVertices()
|
|
{
|
|
sel_vertices.Clear();
|
|
foreach(Vertex v in vertices) v.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected things.</summary>
|
|
public void ClearSelectedThings()
|
|
{
|
|
sel_things.Clear();
|
|
foreach(Thing t in things) t.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected linedefs.</summary>
|
|
public void ClearSelectedLinedefs()
|
|
{
|
|
sel_linedefs.Clear();
|
|
foreach(Linedef l in linedefs) l.Selected = false;
|
|
}
|
|
|
|
/// <summary>This clears selected sectors.</summary>
|
|
public void ClearSelectedSectors()
|
|
{
|
|
sel_sectors.Clear();
|
|
foreach(Sector s in sectors) s.Selected = false;
|
|
}
|
|
|
|
/// <summary>Returns a collection of vertices that match a selected state.</summary>
|
|
public ICollection<Vertex> GetSelectedVertices(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Vertex>(sel_vertices);
|
|
}
|
|
else
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices - sel_vertices.Count);
|
|
foreach(Vertex v in vertices) if(!v.Selected) list.Add(v);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of things that match a selected state.</summary>
|
|
public ICollection<Thing> GetSelectedThings(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Thing>(sel_things);
|
|
}
|
|
else
|
|
{
|
|
List<Thing> list = new List<Thing>(numthings - sel_things.Count);
|
|
foreach(Thing t in things) if(!t.Selected) list.Add(t);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of linedefs that match a selected state.</summary>
|
|
public ICollection<Linedef> GetSelectedLinedefs(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Linedef>(sel_linedefs);
|
|
}
|
|
else
|
|
{
|
|
List<Linedef> list = new List<Linedef>(numlinedefs - sel_linedefs.Count);
|
|
foreach(Linedef l in linedefs) if(!l.Selected) list.Add(l);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of sidedefs that match a selected linedefs state.</summary>
|
|
public ICollection<Sidedef> GetSidedefsFromSelectedLinedefs(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(sel_linedefs.Count);
|
|
foreach(Linedef ld in sel_linedefs)
|
|
{
|
|
if(ld.Front != null) list.Add(ld.Front);
|
|
if(ld.Back != null) list.Add(ld.Back);
|
|
}
|
|
return list;
|
|
}
|
|
else
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(numlinedefs - sel_linedefs.Count);
|
|
foreach(Linedef ld in linedefs)
|
|
{
|
|
if(!ld.Selected && (ld.Front != null)) list.Add(ld.Front);
|
|
if(!ld.Selected && (ld.Back != null)) list.Add(ld.Back);
|
|
}
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns a collection of sectors that match a selected state.</summary>
|
|
public ICollection<Sector> GetSelectedSectors(bool selected)
|
|
{
|
|
if(selected)
|
|
{
|
|
return new List<Sector>(sel_sectors);
|
|
}
|
|
else
|
|
{
|
|
List<Sector> list = new List<Sector>(numsectors - sel_sectors.Count);
|
|
foreach(Sector s in sectors) if(!s.Selected) list.Add(s);
|
|
return list;
|
|
}
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedGeometry(bool mark, bool select)
|
|
{
|
|
SelectMarkedVertices(mark, select);
|
|
SelectMarkedLinedefs(mark, select);
|
|
SelectMarkedSectors(mark, select);
|
|
SelectMarkedThings(mark, select);
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedVertices(bool mark, bool select)
|
|
{
|
|
foreach(Vertex v in vertices) if(v.Marked == mark) v.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedLinedefs(bool mark, bool select)
|
|
{
|
|
foreach(Linedef l in linedefs) if(l.Marked == mark) l.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedSectors(bool mark, bool select)
|
|
{
|
|
foreach(Sector s in sectors) if(s.Marked == mark) s.Selected = select;
|
|
}
|
|
|
|
/// <summary>This selects or deselectes geometry based on marked elements.</summary>
|
|
public void SelectMarkedThings(bool mark, bool select)
|
|
{
|
|
foreach(Thing t in things) if(t.Marked == mark) t.Selected = select;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection groups
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectVerticesByGroup(int groupmask)
|
|
{
|
|
foreach(Vertex e in vertices) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectLinedefsByGroup(int groupmask)
|
|
{
|
|
foreach(Linedef e in linedefs) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectSectorsByGroup(int groupmask)
|
|
{
|
|
foreach(Sector e in sectors) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This selects geometry by selection group index.</summary>
|
|
public void SelectThingsByGroup(int groupmask)
|
|
{
|
|
foreach(Thing e in things) e.SelectByGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This adds the current selection to the specified selection group.</summary>
|
|
//mxd. switched groupmask to groupindex
|
|
public void AddSelectionToGroup(int groupindex)
|
|
{
|
|
int groupmask = 0x01 << groupindex;
|
|
foreach(Vertex e in vertices) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Linedef e in linedefs) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Sector e in sectors) if(e.Selected) e.AddToGroup(groupmask);
|
|
foreach(Thing e in things) if(e.Selected) e.AddToGroup(groupmask);
|
|
}
|
|
|
|
/// <summary>This clears specified selection group.</summary>
|
|
//mxd
|
|
public void ClearGroup(int groupmask)
|
|
{
|
|
foreach(Vertex e in vertices) e.RemoveFromGroup(groupmask);
|
|
foreach(Linedef e in linedefs) e.RemoveFromGroup(groupmask);
|
|
foreach(Sector e in sectors) e.RemoveFromGroup(groupmask);
|
|
foreach(Thing e in things) e.RemoveFromGroup(groupmask);
|
|
}
|
|
|
|
//mxd
|
|
internal GroupInfo GetGroupInfo(int groupindex)
|
|
{
|
|
int numSectors = 0;
|
|
int numLines = 0;
|
|
int numVerts = 0;
|
|
int numThings = 0;
|
|
int groupmask = 0x01 << groupindex;
|
|
|
|
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) numVerts++; //mxd
|
|
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) numLines++; //mxd
|
|
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) numSectors++; //mxd
|
|
foreach(Thing e in things) if(e.IsInGroup(groupmask)) numThings++; //mxd
|
|
|
|
return new GroupInfo(groupindex + 1, numSectors, numLines, numVerts, numThings);
|
|
}
|
|
|
|
//mxd
|
|
internal void WriteSelectionGroups(Configuration cfg)
|
|
{
|
|
// Fill structure
|
|
IDictionary groups = new ListDictionary();
|
|
for(int i = 0; i < 10; i++)
|
|
{
|
|
IDictionary group = new ListDictionary();
|
|
int groupmask = 0x01 << i;
|
|
|
|
//store verts
|
|
List<string> indices = new List<string>();
|
|
foreach(Vertex e in vertices) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("vertices", string.Join(" ", indices.ToArray()));
|
|
|
|
//store linedefs
|
|
indices.Clear();
|
|
foreach(Linedef e in linedefs) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("linedefs", string.Join(" ", indices.ToArray()));
|
|
|
|
//store sectors
|
|
indices.Clear();
|
|
foreach(Sector e in sectors) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("sectors", string.Join(" ", indices.ToArray()));
|
|
|
|
//store things
|
|
indices.Clear();
|
|
foreach(Thing e in things) if(e.IsInGroup(groupmask)) indices.Add(e.Index.ToString());
|
|
if(indices.Count > 0) group.Add("things", string.Join(" ", indices.ToArray()));
|
|
|
|
//add to main collection
|
|
if(group.Count > 0) groups.Add(i, group);
|
|
}
|
|
|
|
// Write to config
|
|
if(groups.Count > 0) cfg.WriteSetting(SELECTION_GROUPS_PATH, groups);
|
|
}
|
|
|
|
//mxd
|
|
internal void ReadSelectionGroups(Configuration cfg)
|
|
{
|
|
IDictionary grouplist = cfg.ReadSetting(SELECTION_GROUPS_PATH, new Hashtable());
|
|
|
|
foreach(DictionaryEntry mp in grouplist)
|
|
{
|
|
// Item is a structure?
|
|
if(mp.Value is IDictionary)
|
|
{
|
|
//get group number
|
|
int groupnum;
|
|
if(!int.TryParse(mp.Key as string, out groupnum)) continue;
|
|
|
|
int groupmask = 0x01 << General.Clamp(groupnum, 0, 10);
|
|
IDictionary groupinfo = (IDictionary)mp.Value;
|
|
|
|
if(groupinfo.Contains("vertices"))
|
|
{
|
|
string s = groupinfo["vertices"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = GetIndices(s);
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > vertices.Length) continue;
|
|
vertices[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("linedefs"))
|
|
{
|
|
string s = groupinfo["linedefs"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = GetIndices(s);
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > linedefs.Length) continue;
|
|
linedefs[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("sectors"))
|
|
{
|
|
string s = groupinfo["sectors"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = GetIndices(s);
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > sectors.Length) continue;
|
|
sectors[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(groupinfo.Contains("things"))
|
|
{
|
|
string s = groupinfo["things"] as string;
|
|
if(!string.IsNullOrEmpty(s))
|
|
{
|
|
List<int> indices = GetIndices(s);
|
|
foreach(int index in indices)
|
|
{
|
|
if(index > things.Length) continue;
|
|
things[index].AddToGroup(groupmask);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private static List<int> GetIndices(string input)
|
|
{
|
|
string[] parts = input.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries);
|
|
int index;
|
|
List<int> result = new List<int>(parts.Length);
|
|
|
|
foreach(string part in parts) if(int.TryParse(part, out index)) result.Add(index);
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Marking
|
|
|
|
/// <summary>This clears all marks on all elements.</summary>
|
|
public void ClearAllMarks(bool mark)
|
|
{
|
|
ClearMarkedVertices(mark);
|
|
ClearMarkedThings(mark);
|
|
ClearMarkedLinedefs(mark);
|
|
ClearMarkedSectors(mark);
|
|
ClearMarkedSidedefs(mark);
|
|
}
|
|
|
|
/// <summary>This clears all marks on all vertices.</summary>
|
|
public void ClearMarkedVertices(bool mark)
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all things.</summary>
|
|
public void ClearMarkedThings(bool mark)
|
|
{
|
|
foreach(Thing t in things) t.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all linedefs.</summary>
|
|
public void ClearMarkedLinedefs(bool mark)
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all sidedefs.</summary>
|
|
public void ClearMarkedSidedefs(bool mark)
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This clears all marks on all sectors.</summary>
|
|
public void ClearMarkedSectors(bool mark)
|
|
{
|
|
foreach(Sector s in sectors) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all elements.</summary>
|
|
public void InvertAllMarks()
|
|
{
|
|
InvertMarkedVertices();
|
|
InvertMarkedThings();
|
|
InvertMarkedLinedefs();
|
|
InvertMarkedSectors();
|
|
InvertMarkedSidedefs();
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all vertices.</summary>
|
|
public void InvertMarkedVertices()
|
|
{
|
|
foreach(Vertex v in vertices) v.Marked = !v.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all things.</summary>
|
|
public void InvertMarkedThings()
|
|
{
|
|
foreach(Thing t in things) t.Marked = !t.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all linedefs.</summary>
|
|
public void InvertMarkedLinedefs()
|
|
{
|
|
foreach(Linedef l in linedefs) l.Marked = !l.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all sidedefs.</summary>
|
|
public void InvertMarkedSidedefs()
|
|
{
|
|
foreach(Sidedef s in sidedefs) s.Marked = !s.Marked;
|
|
}
|
|
|
|
/// <summary>This inverts all marks on all sectors.</summary>
|
|
public void InvertMarkedSectors()
|
|
{
|
|
foreach(Sector s in sectors) s.Marked = !s.Marked;
|
|
}
|
|
|
|
/// <summary>Returns a collection of vertices that match a marked state.</summary>
|
|
public List<Vertex> GetMarkedVertices(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices) if(v.Marked == mark) list.Add(v);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of things that match a marked state.</summary>
|
|
public List<Thing> GetMarkedThings(bool mark)
|
|
{
|
|
List<Thing> list = new List<Thing>(numthings >> 1);
|
|
foreach(Thing t in things) if(t.Marked == mark) list.Add(t);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of linedefs that match a marked state.</summary>
|
|
public List<Linedef> GetMarkedLinedefs(bool mark)
|
|
{
|
|
List<Linedef> list = new List<Linedef>(numlinedefs >> 1);
|
|
foreach(Linedef l in linedefs) if(l.Marked == mark) list.Add(l);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of sidedefs that match a marked state.</summary>
|
|
public List<Sidedef> GetMarkedSidedefs(bool mark)
|
|
{
|
|
List<Sidedef> list = new List<Sidedef>(numsidedefs >> 1);
|
|
foreach(Sidedef s in sidedefs) if(s.Marked == mark) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>Returns a collection of sectors that match a marked state.</summary>
|
|
public List<Sector> GetMarkedSectors(bool mark)
|
|
{
|
|
List<Sector> list = new List<Sector>(numsectors >> 1);
|
|
foreach(Sector s in sectors) if(s.Marked == mark) list.Add(s);
|
|
return list;
|
|
}
|
|
|
|
/// <summary>This marks vertices based on selected vertices.</summary>
|
|
public void MarkSelectedVertices(bool selected, bool mark)
|
|
{
|
|
foreach(Vertex v in sel_vertices) v.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks linedefs based on selected linedefs.</summary>
|
|
public void MarkSelectedLinedefs(bool selected, bool mark)
|
|
{
|
|
foreach(Linedef l in sel_linedefs) l.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks sectors based on selected sectors.</summary>
|
|
public void MarkSelectedSectors(bool selected, bool mark)
|
|
{
|
|
foreach(Sector s in sel_sectors) s.Marked = mark;
|
|
}
|
|
|
|
/// <summary>This marks things based on selected things.</summary>
|
|
public void MarkSelectedThings(bool selected, bool mark)
|
|
{
|
|
foreach(Thing t in sel_things) t.Marked = mark;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the front and back sidedefs on linedefs with the matching mark.
|
|
/// </summary>
|
|
public void MarkSidedefsFromLinedefs(bool matchmark, bool setmark)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(l.Marked == matchmark)
|
|
{
|
|
if(l.Front != null) l.Front.Marked = setmark;
|
|
if(l.Back != null) l.Back.Marked = setmark;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks the sidedefs that make up the sectors with the matching mark.
|
|
/// </summary>
|
|
public void MarkSidedefsFromSectors(bool matchmark, bool setmark)
|
|
{
|
|
foreach(Sidedef sd in sidedefs)
|
|
{
|
|
if(sd.Sector.Marked == matchmark) sd.Marked = setmark;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Marked == mark)
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// The difference with GetVerticesFromLinesMarks is that in this method
|
|
/// ALL linedefs of a vertex must match the specified marked state.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromAllLinesMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
bool qualified = true;
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Marked != mark)
|
|
{
|
|
qualified = false;
|
|
break;
|
|
}
|
|
}
|
|
if(qualified) list.Add(v);
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a collection of vertices that match a marked state on the linedefs.
|
|
/// </summary>
|
|
public ICollection<Vertex> GetVerticesFromSectorsMarks(bool mark)
|
|
{
|
|
List<Vertex> list = new List<Vertex>(numvertices >> 1);
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(((l.Front != null) && (l.Front.Sector != null) && (l.Front.Sector.Marked == mark)) ||
|
|
((l.Back != null) && (l.Back.Sector != null) && (l.Back.Sector.Marked == mark)))
|
|
{
|
|
list.Add(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This marks all selected geometry, including sidedefs from sectors.
|
|
/// When sidedefsfromsectors is true, then the sidedefs are marked according to the
|
|
/// marked sectors. Otherwise the sidedefs are marked according to the marked linedefs.
|
|
/// </summary>
|
|
public void MarkAllSelectedGeometry(bool mark, bool linedefsfromvertices, bool verticesfromlinedefs, bool sectorsfromlinedefs, bool sidedefsfromsectors)
|
|
{
|
|
General.Map.Map.ClearAllMarks(!mark);
|
|
|
|
// Direct vertices
|
|
General.Map.Map.MarkSelectedVertices(true, mark);
|
|
|
|
// Direct linedefs
|
|
General.Map.Map.MarkSelectedLinedefs(true, mark);
|
|
|
|
// Linedefs from vertices
|
|
// We do this before "vertices from lines" because otherwise we get lines marked that we didn't select
|
|
if(linedefsfromvertices)
|
|
{
|
|
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(!mark, mark, !mark);
|
|
foreach(Linedef l in lines) l.Marked = mark;
|
|
}
|
|
|
|
// Vertices from linedefs
|
|
if(verticesfromlinedefs)
|
|
{
|
|
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(mark);
|
|
foreach(Vertex v in verts) v.Marked = mark;
|
|
}
|
|
|
|
// Mark sectors from linedefs (note: this must be the first to mark
|
|
// sectors, because this clears the sector marks!)
|
|
if(sectorsfromlinedefs)
|
|
{
|
|
General.Map.Map.ClearMarkedSectors(mark);
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
if(!l.Selected)
|
|
{
|
|
if(l.Front != null) l.Front.Sector.Marked = !mark;
|
|
if(l.Back != null) l.Back.Sector.Marked = !mark;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Direct sectors
|
|
General.Map.Map.MarkSelectedSectors(true, mark);
|
|
|
|
// Direct things
|
|
General.Map.Map.MarkSelectedThings(true, mark);
|
|
|
|
// Sidedefs from linedefs or sectors
|
|
if(sidedefsfromsectors)
|
|
General.Map.Map.MarkSidedefsFromSectors(true, mark);
|
|
else
|
|
General.Map.Map.MarkSidedefsFromLinedefs(true, mark);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Indexing
|
|
|
|
/// <summary>
|
|
/// Returns the vertex at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Vertex GetVertexByIndex(int index)
|
|
{
|
|
return index < numvertices ? vertices[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the linedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Linedef GetLinedefByIndex(int index)
|
|
{
|
|
return index < numlinedefs ? linedefs[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sidedef at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Sidedef GetSidedefByIndex(int index)
|
|
{
|
|
return index < numsidedefs ? sidedefs[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the sector at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Sector GetSectorByIndex(int index)
|
|
{
|
|
return index < numsectors ? sectors[index] : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the thing at the specified index. Returns null when index is out of range. This is an O(1) operation.
|
|
/// </summary>
|
|
public Thing GetThingByIndex(int index)
|
|
{
|
|
return index < numthings ? things[index] : null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Areas
|
|
|
|
/// <summary>This creates an initial, undefined area.</summary>
|
|
public static RectangleF CreateEmptyArea()
|
|
{
|
|
return new RectangleF(float.MaxValue / 2, float.MaxValue / 2, -float.MaxValue, -float.MaxValue);
|
|
}
|
|
|
|
/// <summary>This creates an area from vertices.</summary>
|
|
public static RectangleF CreateArea(ICollection<Vertex> verts)
|
|
{
|
|
float l = float.MaxValue;
|
|
float t = float.MaxValue;
|
|
float r = float.MinValue;
|
|
float b = float.MinValue;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.Position.x < l) l = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = v.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertices.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vertex> verts)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.Position.x < l) l = v.Position.x;
|
|
if(v.Position.x > r) r = v.Position.x;
|
|
if(v.Position.y < t) t = v.Position.y;
|
|
if(v.Position.y > b) b = v.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given things.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Thing> things)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Thing th in things)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(th.Position.x < l) l = th.Position.x;
|
|
if(th.Position.x > r) r = th.Position.x;
|
|
if(th.Position.y < t) t = th.Position.y;
|
|
if(th.Position.y > b) b = th.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertices.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Vector2D> verts)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Vector2D v in verts)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(v.x < l) l = v.x;
|
|
if(v.x > r) r = v.x;
|
|
if(v.y < t) t = v.y;
|
|
if(v.y > b) b = v.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given vertex.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, Vector2D vert)
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Adjust boundaries by vertices
|
|
if(vert.x < l) l = vert.x;
|
|
if(vert.x > r) r = vert.x;
|
|
if(vert.y < t) t = vert.y;
|
|
if(vert.y > b) b = vert.y;
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This creates an area from linedefs.</summary>
|
|
public static RectangleF CreateArea(ICollection<Linedef> lines)
|
|
{
|
|
float l = float.MaxValue;
|
|
float t = float.MaxValue;
|
|
float r = float.MinValue;
|
|
float b = float.MinValue;
|
|
|
|
// Go for all linedefs
|
|
foreach(Linedef ld in lines)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(ld.Start.Position.x < l) l = ld.Start.Position.x;
|
|
if(ld.Start.Position.x > r) r = ld.Start.Position.x;
|
|
if(ld.Start.Position.y < t) t = ld.Start.Position.y;
|
|
if(ld.Start.Position.y > b) b = ld.Start.Position.y;
|
|
if(ld.End.Position.x < l) l = ld.End.Position.x;
|
|
if(ld.End.Position.x > r) r = ld.End.Position.x;
|
|
if(ld.End.Position.y < t) t = ld.End.Position.y;
|
|
if(ld.End.Position.y > b) b = ld.End.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This increases and existing area with the given linedefs.</summary>
|
|
public static RectangleF IncreaseArea(RectangleF area, ICollection<Linedef> lines) //mxd
|
|
{
|
|
float l = area.Left;
|
|
float t = area.Top;
|
|
float r = area.Right;
|
|
float b = area.Bottom;
|
|
|
|
// Go for all vertices
|
|
foreach(Linedef ld in lines)
|
|
{
|
|
// Adjust boundaries by vertices
|
|
if(ld.Start.Position.x < l) l = ld.Start.Position.x;
|
|
if(ld.Start.Position.x > r) r = ld.Start.Position.x;
|
|
if(ld.Start.Position.y < t) t = ld.Start.Position.y;
|
|
if(ld.Start.Position.y > b) b = ld.Start.Position.y;
|
|
if(ld.End.Position.x < l) l = ld.End.Position.x;
|
|
if(ld.End.Position.x > r) r = ld.End.Position.x;
|
|
if(ld.End.Position.y < t) t = ld.End.Position.y;
|
|
if(ld.End.Position.y > b) b = ld.End.Position.y;
|
|
}
|
|
|
|
// Return a rect
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
/// <summary>This filters lines by a rectangular area.</summary>
|
|
public static HashSet<Linedef> FilterByArea(ICollection<Linedef> lines, ref RectangleF area)
|
|
{
|
|
HashSet<Linedef> newlines = new HashSet<Linedef>();
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check the cs field bits
|
|
if((GetCSFieldBits(l.Start.Position, area) & GetCSFieldBits(l.End.Position, area)) == 0)
|
|
{
|
|
// The line could be in the area
|
|
newlines.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return newlines;
|
|
}
|
|
|
|
/// <summary> This returns the cohen-sutherland field bits for a vector in a rectangle area</summary>
|
|
public static int GetCSFieldBits(Vector2D v, RectangleF area)
|
|
{
|
|
int bits = 0;
|
|
if(v.y < area.Top) bits |= 0x01;
|
|
if(v.y > area.Bottom) bits |= 0x02;
|
|
if(v.x < area.Left) bits |= 0x04;
|
|
if(v.x > area.Right) bits |= 0x08;
|
|
return bits;
|
|
}
|
|
|
|
/// <summary>This filters vertices by a rectangular area.</summary>
|
|
public static ICollection<Vertex> FilterByArea(ICollection<Vertex> verts, ref RectangleF area)
|
|
{
|
|
ICollection<Vertex> newverts = new List<Vertex>(verts.Count);
|
|
|
|
// Go for all verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Within rect?
|
|
if((v.Position.x < area.Left) || (v.Position.x > area.Right) ||
|
|
(v.Position.y < area.Top) || (v.Position.y > area.Bottom)) continue;
|
|
|
|
// The vertex is in the area
|
|
newverts.Add(v);
|
|
}
|
|
|
|
// Return result
|
|
return newverts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Stitching
|
|
|
|
/// <summary>
|
|
/// Stitches marked geometry with non-marked geometry. Returns false when the operation failed.
|
|
/// </summary>
|
|
public bool StitchGeometry() { return StitchGeometry(MergeGeometryMode.CLASSIC); } //mxd. Compatibility
|
|
public bool StitchGeometry(MergeGeometryMode mergemode)
|
|
{
|
|
// Find vertices
|
|
HashSet<Vertex> movingverts = new HashSet<Vertex>(General.Map.Map.GetMarkedVertices(true));
|
|
HashSet<Vertex> fixedverts = new HashSet<Vertex>(General.Map.Map.GetMarkedVertices(false));
|
|
|
|
// Find lines that moved during the drag
|
|
HashSet<Linedef> movinglines = new HashSet<Linedef>(LinedefsFromMarkedVertices(false, true, true));
|
|
|
|
// Find all non-moving lines
|
|
HashSet<Linedef> fixedlines = new HashSet<Linedef>(LinedefsFromMarkedVertices(true, false, false));
|
|
|
|
// Determine area in which we are editing
|
|
RectangleF editarea = CreateArea(movinglines);
|
|
editarea = IncreaseArea(editarea, movingverts);
|
|
editarea.Inflate(1.0f, 1.0f);
|
|
|
|
// Join nearby vertices
|
|
BeginAddRemove();
|
|
JoinVertices(fixedverts, movingverts, true, STITCH_DISTANCE);
|
|
EndAddRemove();
|
|
|
|
// Update cached values of lines because we need their length/angle
|
|
Update(true, false);
|
|
|
|
BeginAddRemove();
|
|
|
|
// Split moving lines with unselected vertices
|
|
ICollection<Vertex> nearbyfixedverts = FilterByArea(fixedverts, ref editarea);
|
|
if(!SplitLinesByVertices(movinglines, nearbyfixedverts, STITCH_DISTANCE, movinglines, mergemode))
|
|
return false;
|
|
|
|
// Split non-moving lines with selected vertices
|
|
fixedlines = FilterByArea(fixedlines, ref editarea);
|
|
if(!SplitLinesByVertices(fixedlines, movingverts, STITCH_DISTANCE, movinglines, mergemode))
|
|
return false;
|
|
|
|
//mxd. Split moving lines with fixed lines
|
|
if(!SplitLinesByLines(fixedlines, movinglines, mergemode)) return false;
|
|
|
|
// Remove looped linedefs
|
|
RemoveLoopedLinedefs(movinglines);
|
|
|
|
// Join overlapping lines
|
|
if(!JoinOverlappingLines(movinglines)) return false;
|
|
|
|
//mxd. Remove remaining new verts from dragged shape if possible
|
|
if(mergemode == MergeGeometryMode.REPLACE)
|
|
{
|
|
// Collect verts created by splitting. Can't use GetMarkedVertices here, because we are in the middle of AddRemove
|
|
HashSet<Vertex> tocheck = new HashSet<Vertex>();
|
|
foreach(Vertex v in vertices)
|
|
{
|
|
if(v != null && v.Marked && !movingverts.Contains(v)) tocheck.Add(v);
|
|
}
|
|
|
|
// Remove verts, which are not part of initially dragged verts
|
|
foreach(Vertex v in tocheck)
|
|
{
|
|
if(!v.IsDisposed && v.Linedefs.Count == 2)
|
|
{
|
|
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
|
|
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
|
|
|
|
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
|
|
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
|
|
ld2.Dispose();
|
|
|
|
// Trash vertex
|
|
v.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
EndAddRemove();
|
|
|
|
// Collect changed lines... We need those in by-vertex-index order
|
|
// (otherwise SectorBuilder logic in some cases will incorrectly assign sector propertes)
|
|
List<Vertex> markedverts = GetMarkedVertices(true);
|
|
List<Linedef> changedlines = new List<Linedef>(markedverts.Count / 2);
|
|
HashSet<Linedef> changedlineshash = new HashSet<Linedef>();
|
|
foreach(Vertex v in markedverts)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(!changedlineshash.Contains(l))
|
|
{
|
|
changedlines.Add(l);
|
|
changedlineshash.Add(l);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Correct sector references
|
|
if(mergemode != MergeGeometryMode.CLASSIC)
|
|
{
|
|
// Linedefs cache needs to be up to date...
|
|
Update(true, false);
|
|
|
|
// Fix stuff...
|
|
CorrectSectorReferences(changedlines, true);
|
|
CorrectOuterSides(new HashSet<Linedef>(changedlines));
|
|
|
|
// Mark only fully selected sectors
|
|
ClearMarkedSectors(false);
|
|
HashSet<Sector> changedsectors = GetSectorsFromLinedefs(changedlines);
|
|
foreach(Sector s in changedsectors) s.Marked = true;
|
|
}
|
|
else
|
|
{
|
|
FlipBackwardLinedefs(changedlines);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//mxd. Shameless SLADEMap::correctSectors ripoff... Corrects/builds sectors for all lines in [lines]
|
|
private static void CorrectSectorReferences(List<Linedef> lines, bool existing_only)
|
|
{
|
|
//DebugConsole.Clear();
|
|
//DebugConsole.WriteLine("CorrectSectorReferences for " + lines.Count + " lines");
|
|
|
|
// Create a list of sidedefs to perform sector creation with
|
|
List<LinedefSide> edges = new List<LinedefSide>();
|
|
if(existing_only)
|
|
{
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Add only existing sides as edges (or front side if line has none)
|
|
if(l.Front != null || l.Back == null)
|
|
edges.Add(new LinedefSide(l, true));
|
|
if(l.Back != null)
|
|
edges.Add(new LinedefSide(l, false));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Add front side
|
|
edges.Add(new LinedefSide(l, true));
|
|
|
|
// Add back side if there's a sector
|
|
if(General.Map.Map.GetSectorByCoordinates(l.GetSidePoint(false)) != null)
|
|
edges.Add(new LinedefSide(l, false));
|
|
}
|
|
}
|
|
|
|
HashSet<Sidedef> sides_correct = new HashSet<Sidedef>();
|
|
foreach(LinedefSide ls in edges)
|
|
{
|
|
if(ls.Front && ls.Line.Front != null)
|
|
sides_correct.Add(ls.Line.Front);
|
|
else if(!ls.Front && ls.Line.Back != null)
|
|
sides_correct.Add(ls.Line.Back);
|
|
}
|
|
|
|
//mxd. Get affected sectors
|
|
HashSet<Sector> affectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
|
|
affectedsectors.UnionWith(General.Map.Map.GetUnselectedSectorsFromLinedefs(lines));
|
|
|
|
//mxd. Collect their sidedefs
|
|
HashSet<Sidedef> sectorsides = new HashSet<Sidedef>();
|
|
foreach(Sector s in affectedsectors) sectorsides.UnionWith(s.Sidedefs);
|
|
|
|
// Build sectors
|
|
SectorBuilder builder = new SectorBuilder();
|
|
List<Sector> sectors_reused = new List<Sector>();
|
|
|
|
foreach(LinedefSide ls in edges)
|
|
{
|
|
// Skip if edge is ignored
|
|
//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
|
|
|
|
// 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
|
|
List<LinedefSide> edges_in_sector = new List<LinedefSide>();
|
|
foreach(LinedefSide edge in builder.SectorEdges)
|
|
{
|
|
bool line_is_ours = false;
|
|
bool side_exists = (edge.Front ? edge.Line.Front != null : edge.Line.Back != null); //mxd
|
|
if(side_exists && sectorsides.Contains(edge.Front ? edge.Line.Front : edge.Line.Back))
|
|
has_dragged_sides = true; //mxd
|
|
|
|
foreach(LinedefSide ls2 in edges)
|
|
{
|
|
if(ls2.Line == edge.Line)
|
|
{
|
|
line_is_ours = true;
|
|
if(ls2.Front == edge.Front)
|
|
{
|
|
edges_in_sector.Add(ls2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(line_is_ours)
|
|
{
|
|
//if(edge.Line.Front == null && edge.Line.Back == null)
|
|
//has_zero_sided_lines = true;
|
|
}
|
|
else
|
|
{
|
|
has_existing_lines = true;
|
|
has_existing_sides |= side_exists; //mxd
|
|
}
|
|
}
|
|
|
|
// Pasting or moving a two-sided line into an enclosed void should NOT
|
|
// create a new sector out of the entire void.
|
|
// Heuristic: if the traced sector includes any edges that are NOT
|
|
// "ours", and NONE of those edges already exist, that sector must be
|
|
// in an enclosed void, and should not be drawn.
|
|
// However, if existing_only is false, the caller expects us to create
|
|
// new sides anyway; skip this check.
|
|
if(existing_only && has_existing_lines && !has_existing_sides && !has_dragged_sides)
|
|
continue;
|
|
|
|
// Ignore traced edges when trying to create any further sectors
|
|
foreach(LinedefSide ls3 in edges_in_sector) ls3.Ignore = true;
|
|
|
|
// Check if sector traced is already valid
|
|
if(builder.IsValidSector()) continue;
|
|
|
|
// Check if we traced over an existing sector (or part of one)
|
|
Sector sector = builder.FindExistingSector(sides_correct);
|
|
if(sector != null)
|
|
{
|
|
// Check if it's already been (re)used
|
|
bool reused = false;
|
|
foreach(Sector s in sectors_reused)
|
|
{
|
|
if(s == sector)
|
|
{
|
|
reused = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we can reuse the sector, do so
|
|
if(!reused)
|
|
sectors_reused.Add(sector);
|
|
else
|
|
sector = null;
|
|
}
|
|
|
|
// Create sector
|
|
builder.CreateSector(sector, null);
|
|
}
|
|
|
|
// Remove any sides that weren't part of a sector
|
|
foreach(LinedefSide ls in edges)
|
|
{
|
|
if(ls.Ignore || ls.Line == null) continue;
|
|
|
|
if(ls.Front)
|
|
{
|
|
if(ls.Line.Front != null)
|
|
{
|
|
ls.Line.Front.Dispose();
|
|
|
|
// Update doublesided flag
|
|
ls.Line.ApplySidedFlags();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ls.Line.Back != null)
|
|
{
|
|
ls.Line.Back.Dispose();
|
|
|
|
// Update doublesided flag
|
|
ls.Line.ApplySidedFlags();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if any lines need to be flipped
|
|
FlipBackwardLinedefs(lines);
|
|
|
|
// Find an adjacent sector to copy properties from
|
|
Sector sector_copy = null;
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check front sector
|
|
Sector sector = (l.Front != null ? l.Front.Sector : null);
|
|
if(sector != null && !sector.Marked)
|
|
{
|
|
// Copy this sector if it isn't newly created
|
|
sector_copy = sector;
|
|
break;
|
|
}
|
|
|
|
// Check back sector
|
|
sector = (l.Back != null ? l.Back.Sector : null);
|
|
if(sector != null && !sector.Marked)
|
|
{
|
|
// Copy this sector if it isn't newly created
|
|
sector_copy = sector;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Go through newly created sectors
|
|
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true); //mxd
|
|
foreach(Sector s in newsectors)
|
|
{
|
|
// Skip if sector already has properties
|
|
if(s.CeilTexture != "-" || s.FloorTexture != "-"
|
|
|| s.FloorHeight != General.Settings.DefaultFloorHeight
|
|
|| s.CeilHeight != General.Settings.DefaultCeilingHeight)
|
|
continue;
|
|
|
|
// Copy from adjacent sector if any
|
|
if(sector_copy != null)
|
|
{
|
|
sector_copy.CopyPropertiesTo(s);
|
|
continue;
|
|
}
|
|
|
|
// Otherwise, use defaults from game configuration
|
|
s.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
|
|
s.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
|
|
s.FloorHeight = General.Settings.DefaultFloorHeight;
|
|
s.CeilHeight = General.Settings.DefaultCeilingHeight;
|
|
s.Brightness = General.Settings.DefaultBrightness;
|
|
}
|
|
|
|
// Update line textures
|
|
List<Sidedef> newsides = General.Map.Map.GetMarkedSidedefs(true);
|
|
foreach(Sidedef side in newsides)
|
|
{
|
|
// Clear any unneeded textures
|
|
side.RemoveUnneededTextures(side.Other != null, false, true);
|
|
|
|
// Set middle texture if needed
|
|
if(side.MiddleRequired() && side.MiddleTexture == "-")
|
|
{
|
|
// Find adjacent texture (any)
|
|
string tex = GetAdjacentMiddleTexture(side.Line.Start);
|
|
if(tex == "-") tex = GetAdjacentMiddleTexture(side.Line.End);
|
|
|
|
// If no adjacent texture, get default from game configuration
|
|
if(tex == "-") tex = General.Settings.DefaultTexture;
|
|
|
|
// Set texture
|
|
side.SetTextureMid(tex);
|
|
}
|
|
|
|
// Update sided flags
|
|
side.Line.ApplySidedFlags();
|
|
}
|
|
|
|
// Remove any extra sectors
|
|
General.Map.Map.RemoveUnusedSectors(false);
|
|
}
|
|
|
|
//mxd. Try to create outer sidedefs if needed
|
|
private static void CorrectOuterSides(HashSet<Linedef> changedlines)
|
|
{
|
|
HashSet<Linedef> linesmissingfront = new HashSet<Linedef>();
|
|
HashSet<Linedef> linesmissingback = new HashSet<Linedef>();
|
|
|
|
// Collect lines without front/back sides
|
|
foreach(Linedef line in changedlines)
|
|
{
|
|
if(line.Back == null) linesmissingback.Add(line);
|
|
if(line.Front == null) linesmissingfront.Add(line);
|
|
}
|
|
|
|
// Anything to do?
|
|
if(linesmissingfront.Count == 0 && linesmissingback.Count == 0) return;
|
|
|
|
// Let's use a blockmap...
|
|
RectangleF area = CreateArea(linesmissingfront);
|
|
area = IncreaseArea(area, linesmissingback);
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddSectorsSet(General.Map.Map.Sectors);
|
|
|
|
// Find sectors to join singlesided lines
|
|
Dictionary<Linedef, Sector> linefrontsectorref = new Dictionary<Linedef, Sector>();
|
|
foreach(Linedef line in linesmissingfront)
|
|
{
|
|
// Line is now inside a sector?
|
|
Sector nearest = FindSectorContaining(blockmap, line);
|
|
|
|
// We can reattach our line!
|
|
if(nearest != null) linefrontsectorref[line] = nearest;
|
|
}
|
|
|
|
Dictionary<Linedef, Sector> linebacksectorref = new Dictionary<Linedef, Sector>();
|
|
foreach(Linedef line in linesmissingback)
|
|
{
|
|
// Line is now inside a sector?
|
|
Sector nearest = FindSectorContaining(blockmap, line);
|
|
|
|
// We can reattach our line!
|
|
if(nearest != null) linebacksectorref[line] = nearest;
|
|
}
|
|
|
|
// Check single-sided lines. Add new sidedefs if necessary
|
|
// Key is dragged single-sided line, value is a sector dragged line ended up in.
|
|
foreach(KeyValuePair<Linedef, Sector> group in linefrontsectorref)
|
|
{
|
|
Linedef line = group.Key;
|
|
|
|
// Create new sidedef
|
|
Sidedef newside = General.Map.Map.CreateSidedef(line, true, group.Value);
|
|
|
|
// Copy props from the other side
|
|
Sidedef propssource = (line.Front ?? line.Back);
|
|
propssource.CopyPropertiesTo(newside);
|
|
|
|
// Correct the linedef
|
|
if((line.Front == null) && (line.Back != null))
|
|
{
|
|
line.FlipVertices();
|
|
line.FlipSidedefs();
|
|
}
|
|
|
|
// Adjust textures
|
|
if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true);
|
|
if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true);
|
|
|
|
// Correct the sided flags
|
|
line.ApplySidedFlags();
|
|
}
|
|
|
|
foreach(KeyValuePair<Linedef, Sector> group in linebacksectorref)
|
|
{
|
|
Linedef line = group.Key;
|
|
|
|
// Create new sidedef
|
|
Sidedef newside = General.Map.Map.CreateSidedef(line, false, group.Value);
|
|
|
|
// Copy props from the other side
|
|
Sidedef propssource = (line.Front ?? line.Back);
|
|
propssource.CopyPropertiesTo(newside);
|
|
|
|
// Correct the linedef
|
|
if((line.Front == null) && (line.Back != null))
|
|
{
|
|
line.FlipVertices();
|
|
line.FlipSidedefs();
|
|
}
|
|
|
|
// Adjust textures
|
|
if(line.Front != null) line.Front.RemoveUnneededTextures(line.Back != null, false, true);
|
|
if(line.Back != null) line.Back.RemoveUnneededTextures(line.Front != null, false, true);
|
|
|
|
// Correct the sided flags
|
|
line.ApplySidedFlags();
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private static Sector FindSectorContaining(BlockMap<BlockEntry> sectorsmap, Linedef line)
|
|
{
|
|
HashSet<BlockEntry> blocks = new HashSet<BlockEntry>
|
|
{
|
|
sectorsmap.GetBlockAt(line.Start.Position),
|
|
sectorsmap.GetBlockAt(line.End.Position),
|
|
};
|
|
|
|
foreach(BlockEntry be in blocks)
|
|
{
|
|
foreach(Sector sector in be.Sectors)
|
|
{
|
|
// Check if target line is inside the found sector
|
|
if(sector.Intersect(line.Start.Position, false) && sector.Intersect(line.End.Position, false))
|
|
return sector;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
private static string GetAdjacentMiddleTexture(Vertex v)
|
|
{
|
|
// Go through adjacent lines
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(l.Front != null && l.Front.MiddleTexture != "-") return l.Front.MiddleTexture;
|
|
if(l.Back != null && l.Back.MiddleTexture != "-") return l.Back.MiddleTexture;
|
|
}
|
|
|
|
return "-";
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Geometry Tools
|
|
|
|
/// <summary>This removes any virtual sectors in the map and returns the number of sectors removed.</summary>
|
|
public int RemoveVirtualSectors()
|
|
{
|
|
int count = 0;
|
|
int index = 0;
|
|
|
|
// Go for all sectors
|
|
while(index < numsectors)
|
|
{
|
|
// Remove when virtual
|
|
if(sectors[index].Fields.ContainsKey(VIRTUAL_SECTOR_FIELD))
|
|
{
|
|
sectors[index].Dispose();
|
|
count++;
|
|
}
|
|
else
|
|
{
|
|
index++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>This removes unused sectors and returns the number of removed sectors.</summary>
|
|
public int RemoveUnusedSectors(bool reportwarnings)
|
|
{
|
|
int count = 0;
|
|
int index = numsectors - 1;
|
|
|
|
// Go for all sectors
|
|
while(index >= 0)
|
|
{
|
|
// Remove when unused
|
|
if(sectors[index].Sidedefs.Count == 0)
|
|
{
|
|
if(reportwarnings)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Sector " + index + " was unused and has been removed.");
|
|
|
|
sectors[index].Dispose();
|
|
count++;
|
|
}
|
|
|
|
index--;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>This joins overlapping lines together. Returns false when the operation failed.</summary>
|
|
public static bool JoinOverlappingLines(ICollection<Linedef> lines)
|
|
{
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l1 in lines)
|
|
{
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.Start.Linedefs)
|
|
{
|
|
//mxd. The same line?
|
|
if(l1.Index == l2.Index) continue;
|
|
|
|
// Sharing vertices?
|
|
if(l1.End == l2.End || l1.End == l2.Start)
|
|
{
|
|
bool oppositedirection = (l1.End == l2.Start);
|
|
bool l2marked = l2.Marked;
|
|
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l2));
|
|
if(!l2.Join(l1)) return false;
|
|
|
|
// If l2 was marked as new geometry, we have to make sure
|
|
// that l1's FrontInterior is correct for the drawing procedure
|
|
if(l2marked)
|
|
{
|
|
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
|
|
}
|
|
// If l1 is marked as new geometry, we may need to flip it to preserve
|
|
// orientation of the original geometry, and update its FrontInterior
|
|
else if(l1.Marked)
|
|
{
|
|
if(oppositedirection)
|
|
{
|
|
l1.FlipVertices(); // This also flips FrontInterior
|
|
l1.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
|
|
// Check if these vertices have lines that overlap
|
|
foreach(Linedef l2 in l1.End.Linedefs)
|
|
{
|
|
//mxd. The same line?
|
|
if(l1.Index == l2.Index) continue;
|
|
|
|
// Sharing vertices?
|
|
if(l1.Start == l2.End || l1.Start == l2.Start)
|
|
{
|
|
bool oppositedirection = (l1.Start == l2.End);
|
|
bool l2marked = l2.Marked;
|
|
|
|
// Merge these two linedefs
|
|
while(lines.Remove(l2));
|
|
if(!l2.Join(l1)) return false;
|
|
|
|
// If l2 was marked as new geometry, we have to make sure
|
|
// that l1's FrontInterior is correct for the drawing procedure
|
|
if(l2marked)
|
|
{
|
|
l1.FrontInterior = l2.FrontInterior ^ oppositedirection;
|
|
}
|
|
// If l1 is marked as new geometry, we may need to flip it to preserve
|
|
// orientation of the original geometry, and update its FrontInterior
|
|
else if(l1.Marked)
|
|
{
|
|
if(oppositedirection)
|
|
{
|
|
l1.FlipVertices(); // This also flips FrontInterior
|
|
l1.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return true;
|
|
}
|
|
|
|
/// <summary>This removes looped linedefs (linedefs which reference the same vertex for
|
|
/// start and end) and returns the number of linedefs removed.</summary>
|
|
public static int RemoveLoopedLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int linesremoved = 0;
|
|
bool removedline;
|
|
|
|
do
|
|
{
|
|
// Nothing removed yet
|
|
removedline = false;
|
|
|
|
// Go for all the lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Check if referencing the same vertex twice (mxd. Or if both verts are null)
|
|
if(l.Start == l.End || l.Start.Position == l.End.Position)
|
|
{
|
|
// Remove this line
|
|
while(lines.Remove(l));
|
|
l.Dispose();
|
|
linesremoved++;
|
|
removedline = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while(removedline);
|
|
|
|
// Return result
|
|
return linesremoved;
|
|
}
|
|
|
|
/// <summary>This joins nearby vertices from two collections. This does NOT join vertices
|
|
/// within the same collection, only if they exist in both collections.
|
|
/// The vertex from the second collection is moved to match the first vertex.
|
|
/// When keepsecond is true, the vertex in the second collection is kept,
|
|
/// otherwise the vertex in the first collection is kept.
|
|
/// Returns the number of joins made.</summary>
|
|
public static int JoinVertices(ICollection<Vertex> set1, ICollection<Vertex> set2, bool keepsecond, float joindist)
|
|
{
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
//mxd. Create blockmap
|
|
ICollection<Vertex> biggerset, smallerset;
|
|
bool keepsmaller;
|
|
if(set1.Count > set2.Count)
|
|
{
|
|
biggerset = set1;
|
|
smallerset = set2;
|
|
keepsmaller = !keepsecond;
|
|
}
|
|
else
|
|
{
|
|
biggerset = set2;
|
|
smallerset = set1;
|
|
keepsmaller = keepsecond;
|
|
}
|
|
|
|
RectangleF area = CreateArea(biggerset);
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddVerticesSet(biggerset);
|
|
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the smaller set
|
|
foreach(Vertex v1 in smallerset)
|
|
{
|
|
HashSet<BlockEntry> blocks = new HashSet<BlockEntry>
|
|
{
|
|
blockmap.GetBlockAt(v1.Position),
|
|
blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y + joindist)),
|
|
blockmap.GetBlockAt(new Vector2D(v1.Position.x + joindist, v1.Position.y - joindist)),
|
|
blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y + joindist)),
|
|
blockmap.GetBlockAt(new Vector2D(v1.Position.x - joindist, v1.Position.y - joindist))
|
|
};
|
|
|
|
foreach(BlockEntry be in blocks)
|
|
{
|
|
if(be == null) continue;
|
|
foreach(Vertex v2 in be.Vertices)
|
|
{
|
|
// Check if vertices are close enough
|
|
if(v1.DistanceToSq(v2.Position) <= joindist2)
|
|
{
|
|
// Check if not the same vertex
|
|
if(v1 != v2)
|
|
{
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Check which one to keep
|
|
if(keepsmaller)
|
|
{
|
|
// Join the first into the second
|
|
// Second is kept, first is removed
|
|
v1.Join(v2);
|
|
biggerset.Remove(v1);
|
|
smallerset.Remove(v1);
|
|
}
|
|
else
|
|
{
|
|
// Join the second into the first
|
|
// First is kept, second is removed
|
|
v2.Join(v1);
|
|
biggerset.Remove(v2);
|
|
smallerset.Remove(v2);
|
|
}
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will have to restart when joined
|
|
if(joined) break;
|
|
}
|
|
}
|
|
while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
/// <summary>This joins nearby vertices in the same collection </summary>
|
|
public static int JoinVertices(List<Vertex> set, float joindist)
|
|
{
|
|
float joindist2 = joindist * joindist;
|
|
int joinsdone = 0;
|
|
bool joined;
|
|
|
|
do
|
|
{
|
|
// No joins yet
|
|
joined = false;
|
|
|
|
// Go for all vertices in the first set
|
|
for(int i = 0; i < set.Count - 1; i++)
|
|
{
|
|
for(int c = i + 1; c < set.Count; c++)
|
|
{
|
|
Vertex v1 = set[i];
|
|
Vertex v2 = set[c];
|
|
|
|
// Check if vertices are close enough
|
|
if(v1.DistanceToSq(v2.Position) <= joindist2)
|
|
{
|
|
// Check if not the same vertex
|
|
if(v1.Index != v2.Index)
|
|
{
|
|
// Move the second vertex to match the first
|
|
v2.Move(v1.Position);
|
|
|
|
// Join the second into the first
|
|
v2.Join(v1);
|
|
set.Remove(v2);
|
|
|
|
// Count the join
|
|
joinsdone++;
|
|
joined = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} while(joined);
|
|
|
|
// Return result
|
|
return joinsdone;
|
|
}
|
|
|
|
/// <summary>This corrects lines that have a back sidedef but no front sidedef by flipping them. Returns the number of flips made.</summary>
|
|
public static int FlipBackwardLinedefs(ICollection<Linedef> lines)
|
|
{
|
|
int flipsdone = 0;
|
|
|
|
// Examine all lines
|
|
foreach(Linedef l in lines)
|
|
{
|
|
// Back side but no front side?
|
|
if((l.Back != null) && (l.Front == null))
|
|
{
|
|
// Flip that linedef!
|
|
l.FlipVertices();
|
|
l.FlipSidedefs();
|
|
flipsdone++;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return flipsdone;
|
|
}
|
|
|
|
/// <summary>This splits the given lines with the given vertices. All affected lines
|
|
/// will be added to changedlines. Returns false when the operation failed.</summary>
|
|
public static bool SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines) { return SplitLinesByVertices(lines, verts, splitdist, changedlines, MergeGeometryMode.CLASSIC); }
|
|
public static bool SplitLinesByVertices(ICollection<Linedef> lines, ICollection<Vertex> verts, float splitdist, ICollection<Linedef> changedlines, MergeGeometryMode mergemode)
|
|
{
|
|
if (verts.Count == 0 || lines.Count == 0) return true; //mxd
|
|
|
|
float splitdist2 = splitdist * splitdist;
|
|
|
|
//mxd. Create blockmap
|
|
RectangleF area = CreateArea(lines);
|
|
IncreaseArea(area, verts);
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddVerticesSet(verts);
|
|
blockmap.AddLinedefsSet(lines);
|
|
|
|
HashSet<Vertex> splitverts = new HashSet<Vertex>();
|
|
HashSet<Sector> changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet<Sector>());
|
|
|
|
foreach (Vertex v in verts)
|
|
{
|
|
List<BlockEntry> blocks;
|
|
|
|
// If a vertex is in the very bottom left of it's block, and a linedef passes through the vertex it can
|
|
// happen (depending on the linedef's direction) that the vertex and the linedef are not in the same
|
|
// block. This will cause the linedef to not be split correctly. The prevent this we'll get all blocks
|
|
// surrounding the vertex, since the linedef will definitely be in at least one of them. Otherwise
|
|
// just take the block the vertex is in.
|
|
if ((blockmap.Range.Left - (int)v.Position.x) % blockmap.BlockSize == 0 && (blockmap.Range.Bottom - (int)v.Position.y) % blockmap.BlockSize == 0)
|
|
{
|
|
Rectangle r = new Rectangle((int)v.Position.x - 1, (int)v.Position.y - 1, 2, 2);
|
|
blocks = blockmap.GetSquareRange(r);
|
|
}
|
|
else
|
|
{
|
|
blocks = new List<BlockEntry>() { blockmap.GetBlockAt(v.Position) };
|
|
}
|
|
|
|
foreach (BlockEntry be in blocks)
|
|
{
|
|
if (be == null) continue;
|
|
|
|
for (int i = 0; i < be.Lines.Count; i++)
|
|
{
|
|
Linedef l = be.Lines[i];
|
|
|
|
// Check if v is close enough to l for splitting
|
|
if (l.DistanceToSq(v.Position, true) <= splitdist2)
|
|
{
|
|
// Line is not already referencing v?
|
|
Vector2D deltastart = l.Start.Position - v.Position;
|
|
Vector2D deltaend = l.End.Position - v.Position;
|
|
if (((Math.Abs(deltastart.x) > 0.001f) || (Math.Abs(deltastart.y) > 0.001f)) &&
|
|
((Math.Abs(deltaend.x) > 0.001f) || (Math.Abs(deltaend.y) > 0.001f)))
|
|
{
|
|
// Split line l with vertex v
|
|
Linedef nl = l.Split(v);
|
|
if (nl == null) return false;
|
|
v.Marked = true; //mxd
|
|
|
|
// Add the new line to the list
|
|
lines.Add(nl);
|
|
blockmap.AddLinedef(nl);
|
|
|
|
// Both lines must be updated because their new length is relevant for next iterations!
|
|
l.UpdateCache();
|
|
nl.UpdateCache();
|
|
|
|
// Add both lines to changedlines
|
|
if (changedlines != null)
|
|
{
|
|
changedlines.Add(l);
|
|
changedlines.Add(nl);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Remove lines, which are inside affected sectors
|
|
if(mergemode == MergeGeometryMode.REPLACE && changedsectors.Count > 0)
|
|
{
|
|
HashSet<Linedef> alllines = new HashSet<Linedef>(lines);
|
|
if(changedlines != null) alllines.UnionWith(changedlines);
|
|
|
|
foreach(Linedef l in alllines) l.UpdateCache();
|
|
foreach(Sector s in changedsectors) s.UpdateBBox();
|
|
foreach(Linedef l in alllines)
|
|
{
|
|
// Remove line when it's start, center and end are inside a changed sector and neither side references it
|
|
if(l.Start != null && l.End != null &&
|
|
(l.Front == null || !changedsectors.Contains(l.Front.Sector)) &&
|
|
(l.Back == null || !changedsectors.Contains(l.Back.Sector)))
|
|
{
|
|
foreach(Sector s in changedsectors)
|
|
{
|
|
if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
|
|
{
|
|
Vertex[] tocheck = { l.Start, l.End };
|
|
while(lines.Remove(l));
|
|
if(changedlines != null) while(changedlines.Remove(l));
|
|
l.Dispose();
|
|
|
|
foreach(Vertex v in tocheck)
|
|
{
|
|
// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
|
|
if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
|
|
{
|
|
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
|
|
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
|
|
if(!ld1.Marked && !ld2.Marked)
|
|
{
|
|
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
|
|
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
|
|
while(lines.Remove(ld2));
|
|
if(changedlines != null) while(changedlines.Remove(ld2));
|
|
ld2.Dispose();
|
|
|
|
// Trash vertex
|
|
v.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Splits lines by lines. Adds new lines to the second collection. Returns false when the operation failed.</summary>
|
|
public static bool SplitLinesByLines(HashSet<Linedef> lines, HashSet<Linedef> changedlines, MergeGeometryMode mergemode) //mxd
|
|
{
|
|
if(lines.Count == 0 || changedlines.Count == 0 || mergemode == MergeGeometryMode.CLASSIC) return true;
|
|
|
|
// Create blockmap
|
|
HashSet<Vertex> verts = new HashSet<Vertex>(); //mxd
|
|
foreach(Linedef l in lines)
|
|
{
|
|
verts.Add(l.Start);
|
|
verts.Add(l.End);
|
|
}
|
|
foreach(Linedef l in changedlines)
|
|
{
|
|
verts.Add(l.Start);
|
|
verts.Add(l.End);
|
|
}
|
|
|
|
RectangleF area = RectangleF.Union(CreateArea(lines), CreateArea(changedlines));
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddLinedefsSet(lines);
|
|
blockmap.AddLinedefsSet(changedlines);
|
|
blockmap.AddVerticesSet(verts); //mxd
|
|
int bmWidth = blockmap.Size.Width;
|
|
int bmHeight = blockmap.Size.Height;
|
|
BlockEntry[,] bmap = blockmap.Map;
|
|
|
|
//mxd
|
|
HashSet<Vertex> splitverts = new HashSet<Vertex>();
|
|
HashSet<Sector> changedsectors = (mergemode == MergeGeometryMode.REPLACE ? General.Map.Map.GetSectorsFromLinedefs(changedlines) : new HashSet<Sector>());
|
|
|
|
// Check for intersections
|
|
for(int w = 0; w < bmWidth; w++)
|
|
{
|
|
for(int h = 0; h < bmHeight; h++)
|
|
{
|
|
BlockEntry block = bmap[w, h];
|
|
if(block.Lines.Count == 0) continue;
|
|
|
|
for(int i = 0; i < block.Lines.Count; i++)
|
|
{
|
|
Linedef l1 = block.Lines[i];
|
|
for(int c = 0; c < block.Lines.Count; c++)
|
|
{
|
|
if(i == c) continue;
|
|
|
|
Linedef l2 = block.Lines[c];
|
|
if(l1 == l2
|
|
|| l1.Start.Position == l2.Start.Position
|
|
|| l1.Start.Position == l2.End.Position
|
|
|| l1.End.Position == l2.Start.Position
|
|
|| l1.End.Position == l2.End.Position) continue;
|
|
|
|
// Check for intersection
|
|
Vector2D intersection = Line2D.GetIntersectionPoint(new Line2D(l1), new Line2D(l2), true);
|
|
if(!float.IsNaN(intersection.x))
|
|
{
|
|
//mxd. Round to map format precision
|
|
intersection.x = (float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals);
|
|
intersection.y = (float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals);
|
|
|
|
//mxd. Skip when intersection matches start/end position.
|
|
// Otherwise infinite ammount of 0-length lines will be created...
|
|
if( l1.Start.Position == intersection || l1.End.Position == intersection ||
|
|
l2.Start.Position == intersection || l2.End.Position == intersection) continue;
|
|
|
|
//mxd. Do we already have a vertex here?
|
|
bool existingvert = false;
|
|
Vertex splitvertex = null;
|
|
foreach(Vertex v in block.Vertices)
|
|
{
|
|
if(v.Position == intersection)
|
|
{
|
|
splitvertex = v;
|
|
existingvert = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//mxd. Create split vertex?
|
|
if(splitvertex == null) splitvertex = General.Map.Map.CreateVertex(intersection);
|
|
if(splitvertex == null) return false;
|
|
|
|
// Split both lines
|
|
Linedef nl1 = l1.Split(splitvertex);
|
|
if(nl1 == null) return false;
|
|
|
|
Linedef nl2 = l2.Split(splitvertex);
|
|
if(nl2 == null) return false;
|
|
|
|
// Mark split vertex?
|
|
if(!existingvert)
|
|
{
|
|
splitvertex.Marked = true;
|
|
splitverts.Add(splitvertex); //mxd
|
|
}
|
|
|
|
// Add to the second collection
|
|
changedlines.Add(nl1);
|
|
changedlines.Add(nl2);
|
|
|
|
// And to the block entry
|
|
blockmap.AddLinedef(nl1);
|
|
blockmap.AddLinedef(nl2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Remove lines, which are inside affected sectors
|
|
if(mergemode == MergeGeometryMode.REPLACE)
|
|
{
|
|
HashSet<Linedef> alllines = new HashSet<Linedef>(lines);
|
|
alllines.UnionWith(changedlines);
|
|
|
|
foreach(Linedef l in alllines) l.UpdateCache();
|
|
foreach(Sector s in changedsectors) s.UpdateBBox();
|
|
foreach(Linedef l in alllines)
|
|
{
|
|
// Remove line when it's start, center and end are inside a changed sector and neither side references it
|
|
if(l.Start != null && l.End != null
|
|
&& (l.Front == null || !changedsectors.Contains(l.Front.Sector))
|
|
&& (l.Back == null || !changedsectors.Contains(l.Back.Sector)))
|
|
{
|
|
foreach(Sector s in changedsectors)
|
|
{
|
|
if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
|
|
{
|
|
Vertex[] tocheck = { l.Start, l.End };
|
|
l.Dispose();
|
|
|
|
foreach(Vertex v in tocheck)
|
|
{
|
|
// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
|
|
if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
|
|
{
|
|
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
|
|
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
|
|
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
|
|
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
|
|
ld2.Dispose();
|
|
|
|
// Trash vertex
|
|
v.Dispose();
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>This finds the side closest to the specified position.</summary>
|
|
public static Sidedef NearestSidedef(ICollection<Sidedef> selection, Vector2D pos)
|
|
{
|
|
Sidedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all sidedefs in selection
|
|
foreach(Sidedef sd in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = sd.Line.SafeDistanceToSq(pos, true);
|
|
if(d == distance)
|
|
{
|
|
// Same distance, so only pick the one that is on the right side of the line
|
|
float side = sd.Line.SideOfLine(pos);
|
|
if(((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront))
|
|
{
|
|
closest = sd;
|
|
distance = d;
|
|
}
|
|
}
|
|
else if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = sd;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedef(BlockMap<BlockEntry> selectionmap, Vector2D pos) //mxd
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
Point p = selectionmap.GetBlockCoordinates(pos);
|
|
int minx = p.X;
|
|
int maxx = p.X;
|
|
int miny = p.Y;
|
|
int maxy = p.Y;
|
|
int step = 0;
|
|
|
|
// Check square block ranges around pos...
|
|
while(true)
|
|
{
|
|
bool noblocksfound = true;
|
|
for(int x = minx; x < maxx + 1; x++)
|
|
{
|
|
for(int y = miny; y < maxy + 1; y++)
|
|
{
|
|
// Skip inner blocks...
|
|
if(x > minx && x < maxx && y > miny && y < maxy) continue;
|
|
if(!selectionmap.IsInRange(new Point(x, y))) continue;
|
|
|
|
// Go for all linedefs in block
|
|
BlockEntry be = selectionmap.Map[x, y];
|
|
foreach(Linedef l in be.Lines)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
noblocksfound = false;
|
|
}
|
|
}
|
|
|
|
// Abort if line was found or when outside of blockmap range...
|
|
// Check at least 3x3 blocks, because there's a possibility that a line closer to pos exists in a nearby block than in the first block
|
|
if(noblocksfound || (closest != null && step > 0)) return closest;
|
|
|
|
// Increase search range...
|
|
minx--;
|
|
maxx++;
|
|
miny--;
|
|
maxy++;
|
|
step++;
|
|
}
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedef(ICollection<Linedef> selection, Vector2D pos)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedefRange(ICollection<Linedef> selection, Vector2D pos, float maxrange)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance && d <= maxrangesq)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public static Linedef NearestLinedefRange(BlockMap<BlockEntry> selectionmap, Vector2D pos, float maxrange) //mxd
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
HashSet<Linedef> processed = new HashSet<Linedef>();
|
|
|
|
HashSet<BlockEntry> blocks = new HashSet<BlockEntry>
|
|
{
|
|
selectionmap.GetBlockAt(pos),
|
|
selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y + maxrange)),
|
|
selectionmap.GetBlockAt(new Vector2D(pos.x + maxrange, pos.y - maxrange)),
|
|
selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y + maxrange)),
|
|
selectionmap.GetBlockAt(new Vector2D(pos.x - maxrange, pos.y - maxrange))
|
|
};
|
|
|
|
foreach(BlockEntry be in blocks)
|
|
{
|
|
if(be == null) continue;
|
|
|
|
foreach(Linedef l in be.Lines)
|
|
{
|
|
if(processed.Contains(l)) continue;
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance && d <= maxrangesq)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
|
|
processed.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>mxd. This finds the line closest to the specified position excluding given list of linedefs.</summary>
|
|
public Linedef NearestLinedef(Vector2D pos, HashSet<Linedef> linesToExclude)
|
|
{
|
|
Linedef closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(linesToExclude.Contains(l)) continue;
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public static Vertex NearestVertex(ICollection<Vertex> selection, Vector2D pos)
|
|
{
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = v.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
|
|
{
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = t.DistanceToSq(pos);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>mxd. This finds the thing closest to the specified thing.</summary>
|
|
public static Thing NearestThing(ICollection<Thing> selection, Thing thing)
|
|
{
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
if(t == thing) continue;
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
float d = t.DistanceToSq(thing.Position);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Vertex closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all vertices in selection
|
|
foreach(Vertex v in selection)
|
|
{
|
|
float px = v.Position.x;
|
|
float py = v.Position.y;
|
|
|
|
//mxd. Within range?
|
|
if((v.Position.x < range.Left) || (v.Position.x > range.Right)
|
|
|| (v.Position.y < range.Top) || (v.Position.y > range.Bottom))
|
|
continue;
|
|
|
|
// Close than previous find?
|
|
float d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
|
|
if(d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public static Thing NearestThingSquareRange(ICollection<Thing> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
Thing closest = null;
|
|
float distance = float.MaxValue;
|
|
float size = float.MaxValue; //mxd
|
|
|
|
// Go for all things in selection
|
|
foreach(Thing t in selection)
|
|
{
|
|
float px = t.Position.x;
|
|
float py = t.Position.y;
|
|
|
|
//mxd. Determine displayed size
|
|
float ts;
|
|
if(t.FixedSize && General.Map.Renderer2D.Scale > 1.0f)
|
|
ts = t.Size / General.Map.Renderer2D.Scale;
|
|
else if(General.Settings.FixedThingsScale && t.Size * General.Map.Renderer2D.Scale > Renderer2D.FIXED_THING_SIZE)
|
|
ts = Renderer2D.FIXED_THING_SIZE / General.Map.Renderer2D.Scale;
|
|
else
|
|
ts = t.Size;
|
|
|
|
//mxd. Within range?
|
|
if(px < range.Left - ts || px > range.Right + ts || py < range.Top - ts || py > range.Bottom + ts) continue;
|
|
|
|
// Closer than previous find? mxd. Or smaller when distance is the same?
|
|
float d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
|
|
if(d < distance || (d == distance && ts < size))
|
|
{
|
|
// This one is closer
|
|
closest = t;
|
|
distance = d;
|
|
size = ts; //mxd
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
/// <summary>This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.</summary>
|
|
public void SnapAllToAccuracy()
|
|
{
|
|
SnapAllToAccuracy(true);
|
|
}
|
|
|
|
/// <summary>This snaps all vertices to the map format accuracy. Call this to ensure the vertices are at valid coordinates.</summary>
|
|
public void SnapAllToAccuracy(bool usepreciseposition)
|
|
{
|
|
foreach(Vertex v in vertices) v.SnapToAccuracy(usepreciseposition);
|
|
foreach(Thing t in things) t.SnapToAccuracy(usepreciseposition);
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number.</summary>
|
|
public int GetNewTag()
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, false, usedtags);
|
|
ForAllTags(NewTagHandler, true, usedtags);
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns the next unused tag number.</summary>
|
|
public int GetNewTag(List<int> moreusedtags)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
foreach(int t in moreusedtags) if(!usedtags.ContainsKey(t)) usedtags.Add(t, true);
|
|
ForAllTags(NewTagHandler, false, usedtags);
|
|
ForAllTags(NewTagHandler, true, usedtags);
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns the tag number, which is not used by any map element of given type. This method doesn't check action arguments!</summary>
|
|
public int GetNewTag(UniversalType elementType)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
|
|
switch(elementType)
|
|
{
|
|
case UniversalType.ThingTag:
|
|
for(int i = 0; i < things.Length; i++)
|
|
{
|
|
if(things[i].Tag > 0 && !usedtags.ContainsKey(things[i].Tag))
|
|
usedtags.Add(things[i].Tag, false);
|
|
}
|
|
break;
|
|
|
|
case UniversalType.LinedefTag:
|
|
for(int i = 0; i < linedefs.Length; i++)
|
|
{
|
|
foreach(int tag in linedefs[i].Tags)
|
|
{
|
|
if(tag == 0) continue;
|
|
if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case UniversalType.SectorTag:
|
|
for(int i = 0; i < sectors.Length; i++)
|
|
{
|
|
foreach(int tag in sectors[i].Tags)
|
|
{
|
|
if(tag == 0) continue;
|
|
if(!usedtags.ContainsKey(tag)) usedtags.Add(tag, false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
|
|
public int GetNewTag(bool marked)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, marked, usedtags);
|
|
|
|
// Now find the first unused index
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
if(!usedtags.ContainsKey(i)) return i;
|
|
|
|
// All tags used!
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number.</summary>
|
|
public List<int> GetMultipleNewTags(int count)
|
|
{
|
|
List<int> newtags = new List<int>(count);
|
|
if(count > 0)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, false, usedtags);
|
|
ForAllTags(NewTagHandler, true, usedtags);
|
|
|
|
// Find unused tags and add them
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
{
|
|
if(!usedtags.ContainsKey(i))
|
|
{
|
|
newtags.Add(i);
|
|
if(newtags.Count == count) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newtags;
|
|
}
|
|
|
|
/// <summary>This returns the next unused tag number within the marked geometry.</summary>
|
|
public List<int> GetMultipleNewTags(int count, bool marked)
|
|
{
|
|
List<int> newtags = new List<int>(count);
|
|
if(count > 0)
|
|
{
|
|
Dictionary<int, bool> usedtags = new Dictionary<int, bool>();
|
|
ForAllTags(NewTagHandler, marked, usedtags);
|
|
|
|
// Find unused tags and add them
|
|
for(int i = 1; i <= General.Map.FormatInterface.MaxTag; i++)
|
|
{
|
|
if(!usedtags.ContainsKey(i))
|
|
{
|
|
newtags.Add(i);
|
|
if(newtags.Count == count) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newtags;
|
|
}
|
|
|
|
// Handler for finding a new tag
|
|
private static void NewTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, bool> usedtags)
|
|
{
|
|
usedtags[value] = true;
|
|
}
|
|
|
|
/// <summary>This calls a function for all tag fields in the marked or unmarked geometry. The obj parameter can be anything you wish to pass on to your TagHandler function.</summary>
|
|
public void ForAllTags<T>(TagHandler<T> handler, bool marked, T obj)
|
|
{
|
|
// Call handler on sectors tags
|
|
foreach(Sector s in sectors)
|
|
{
|
|
if(s.Marked == marked)
|
|
{
|
|
//mxd. Multiple tags support...
|
|
bool changed = false;
|
|
// Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes
|
|
List<int> tags = new List<int>(s.Tags);
|
|
for(int i = 0; i < tags.Count; i++)
|
|
{
|
|
int tag = tags[i];
|
|
handler(s, false, UniversalType.SectorTag, ref tag, obj);
|
|
if(tag != tags[i])
|
|
{
|
|
tags[i] = tag;
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if(changed) s.Tags = tags.Distinct().ToList();
|
|
}
|
|
}
|
|
|
|
// Call handler on things tags
|
|
if(General.Map.FormatInterface.HasThingTag)
|
|
{
|
|
foreach(Thing t in things)
|
|
{
|
|
if(t.Marked == marked)
|
|
{
|
|
int tag = t.Tag;
|
|
handler(t, false, UniversalType.ThingTag, ref tag, obj);
|
|
if(tag != t.Tag) t.Tag = tag;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Call handler on things action
|
|
if(General.Map.FormatInterface.HasThingAction && General.Map.FormatInterface.HasActionArgs)
|
|
{
|
|
foreach(Thing t in things)
|
|
{
|
|
if(t.Marked == marked)
|
|
{
|
|
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(t.Action);
|
|
for(int i = 0; i < Thing.NUM_ARGS; i++)
|
|
{
|
|
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
|
|
{
|
|
int tag = t.Args[i];
|
|
handler(t, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
|
|
if(tag != t.Args[i]) t.Args[i] = tag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Call handler on linedefs tags
|
|
if(General.Map.FormatInterface.HasLinedefTag)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(l.Marked == marked)
|
|
{
|
|
//mxd. Multiple tags support...
|
|
bool changed = false;
|
|
// Make a copy of tags, otherwise BeforePropsChange will be triggered after tag changes
|
|
List<int> tags = new List<int>(l.Tags);
|
|
for(int i = 0; i < tags.Count; i++)
|
|
{
|
|
int tag = tags[i];
|
|
handler(l, false, UniversalType.LinedefTag, ref tag, obj);
|
|
if(tag != tags[i])
|
|
{
|
|
tags[i] = tag;
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if(changed) l.Tags = tags.Distinct().ToList();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Call handler on linedefs action
|
|
if(General.Map.FormatInterface.HasActionArgs)
|
|
{
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
if(l.Marked == marked)
|
|
{
|
|
LinedefActionInfo info = General.Map.Config.GetLinedefActionInfo(l.Action);
|
|
for(int i = 0; i < Linedef.NUM_ARGS; i++)
|
|
{
|
|
if(info.Args[i].Used && CheckIsTagType(info.Args[i].Type))
|
|
{
|
|
int tag = l.Args[i];
|
|
handler(l, true, (UniversalType)(info.Args[i].Type), ref tag, obj);
|
|
if(tag != l.Args[i]) l.Args[i] = tag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This checks if the given action argument type is a tag type
|
|
private static bool CheckIsTagType(int argtype)
|
|
{
|
|
return (argtype == (int)UniversalType.LinedefTag) ||
|
|
(argtype == (int)UniversalType.SectorTag) ||
|
|
(argtype == (int)UniversalType.ThingTag);
|
|
}
|
|
|
|
/// <summary>This makes a list of lines related to marked vertices.
|
|
/// A line is unstable when one vertex is marked and the other isn't.</summary>
|
|
public List<Linedef> LinedefsFromMarkedVertices(bool includeunmarked, bool includestable, bool includeunstable)
|
|
{
|
|
List<Linedef> list = new List<Linedef>((numlinedefs / 2) + 1);
|
|
|
|
// Go for all lines
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Check if this is to be included
|
|
if((includestable && (l.Start.Marked && l.End.Marked)) ||
|
|
(includeunstable && (l.Start.Marked ^ l.End.Marked)) ||
|
|
(includeunmarked && (!l.Start.Marked && !l.End.Marked)))
|
|
{
|
|
// Add to list
|
|
list.Add(l);
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return list;
|
|
}
|
|
|
|
/// <summary>This makes a list of unstable lines from the given vertices.
|
|
/// A line is unstable when one vertex is selected and the other isn't.</summary>
|
|
public static ICollection<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
|
|
{
|
|
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
|
|
|
|
// Go for all vertices
|
|
foreach(Vertex v in verts)
|
|
{
|
|
// Go for all lines
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
// If the line exists in the list
|
|
if(lines.ContainsKey(l))
|
|
{
|
|
// Remove it
|
|
lines.Remove(l);
|
|
}
|
|
// Otherwise add it
|
|
else
|
|
{
|
|
// Add the line
|
|
lines.Add(l, l);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return new List<Linedef>(lines.Values);
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns a sector if given coordinates are inside one.</summary>
|
|
public Sector GetSectorByCoordinates(Vector2D pos)
|
|
{
|
|
foreach(Sector s in sectors)
|
|
{
|
|
if(s.Intersect(pos)) return s;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>This returns a sector if given coordinates are inside one.</summary>
|
|
public Sector GetSectorByCoordinates(Vector2D pos, VisualBlockMap blockmap)
|
|
{
|
|
// Find nearest sectors using the blockmap
|
|
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
|
|
foreach(Sector s in possiblesectors)
|
|
{
|
|
if(s.Intersect(pos)) return s;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>Gets unselected sectors, which have all their linedefs selected</summary>
|
|
public HashSet<Sector> GetUnselectedSectorsFromLinedefs(IEnumerable<Linedef> lines)
|
|
{
|
|
HashSet<Sector> result = new HashSet<Sector>();
|
|
Dictionary<Sector, HashSet<Sidedef>> sectorsbysides = new Dictionary<Sector, HashSet<Sidedef>>();
|
|
HashSet<Sector> selectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
|
|
|
|
// Collect unselected sectors, which sidedefs belong to selected lines
|
|
foreach(Linedef line in lines)
|
|
{
|
|
if(line.Front != null && line.Front.Sector != null && !selectedsectors.Contains(line.Front.Sector))
|
|
{
|
|
if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet<Sidedef>());
|
|
sectorsbysides[line.Front.Sector].Add(line.Front);
|
|
}
|
|
if(line.Back != null && line.Back.Sector != null && !selectedsectors.Contains(line.Back.Sector))
|
|
{
|
|
if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet<Sidedef>());
|
|
sectorsbysides[line.Back.Sector].Add(line.Back);
|
|
}
|
|
}
|
|
|
|
// Add sectors, which have all their lines selected
|
|
foreach(var group in sectorsbysides)
|
|
{
|
|
if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
//mxd
|
|
/// <summary>Gets sectors, which have all their linedefs selected</summary>
|
|
public HashSet<Sector> GetSectorsFromLinedefs(IEnumerable<Linedef> lines)
|
|
{
|
|
HashSet<Sector> result = new HashSet<Sector>();
|
|
Dictionary<Sector, HashSet<Sidedef>> sectorsbysides = new Dictionary<Sector, HashSet<Sidedef>>();
|
|
|
|
// Collect unselected sectors, which sidedefs belong to selected lines
|
|
foreach(Linedef line in lines)
|
|
{
|
|
if(line.Front != null && line.Front.Sector != null)
|
|
{
|
|
if(!sectorsbysides.ContainsKey(line.Front.Sector)) sectorsbysides.Add(line.Front.Sector, new HashSet<Sidedef>());
|
|
sectorsbysides[line.Front.Sector].Add(line.Front);
|
|
}
|
|
if(line.Back != null && line.Back.Sector != null)
|
|
{
|
|
if(!sectorsbysides.ContainsKey(line.Back.Sector)) sectorsbysides.Add(line.Back.Sector, new HashSet<Sidedef>());
|
|
sectorsbysides[line.Back.Sector].Add(line.Back);
|
|
}
|
|
}
|
|
|
|
// Add sectors, which have all their lines selected
|
|
foreach(var group in sectorsbysides)
|
|
{
|
|
if(group.Key.Sidedefs.Count == group.Value.Count) result.Add(group.Key);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
|
|
|
/// <summary>This finds the line closest to the specified position.</summary>
|
|
public Linedef NearestLinedefRange(Vector2D pos, float maxrange) { return MapSet.NearestLinedefRange(linedefs, pos, maxrange); }
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public Vertex NearestVertex(Vector2D pos) { return MapSet.NearestVertex(vertices, pos); }
|
|
|
|
/// <summary>This finds the vertex closest to the specified position.</summary>
|
|
public Vertex NearestVertexSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestVertexSquareRange(vertices, pos, maxrange); }
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public Thing NearestThingSquareRange(Vector2D pos, float maxrange) { return MapSet.NearestThingSquareRange(things, pos, maxrange); }
|
|
|
|
/// <summary>This finds the closest unselected linedef that is not connected to the given vertex.</summary>
|
|
public Linedef NearestUnselectedUnreferencedLinedef(Vector2D pos, float maxrange, Vertex v, out float distance)
|
|
{
|
|
Linedef closest = null;
|
|
distance = float.MaxValue;
|
|
float maxrangesq = maxrange * maxrange;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in linedefs)
|
|
{
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(pos, true);
|
|
if((d <= maxrangesq) && (d < distance))
|
|
{
|
|
// Check if not selected
|
|
|
|
// Check if linedef is not connected to v
|
|
if((l.Start != v) && (l.End != v))
|
|
{
|
|
// This one is closer
|
|
closest = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// This performs sidedefs compression
|
|
// Note: Only use this for saving, because this messes up the expected data structure horribly.
|
|
internal void CompressSidedefs()
|
|
{
|
|
Dictionary<uint, List<Sidedef>> storedsides = new Dictionary<uint, List<Sidedef>>(numsidedefs);
|
|
int originalsidescount = numsidedefs;
|
|
long starttime = Clock.CurrentTime;
|
|
|
|
BeginAddRemove();
|
|
|
|
int sn = 0;
|
|
while(sn < numsidedefs)
|
|
{
|
|
Sidedef stored = null;
|
|
Sidedef snsd = sidedefs[sn];
|
|
|
|
//mxd. Skip sidedef if it belongs to a linedef with an action or tag?
|
|
if(!General.Map.Config.SidedefCompressionIgnoresAction && (snsd.Line.Action != 0 || snsd.Line.Tag != 0))
|
|
{
|
|
// Next!
|
|
sn++;
|
|
continue;
|
|
}
|
|
|
|
// Check if checksum is stored
|
|
bool samesidedef = false;
|
|
uint checksum = snsd.GetChecksum();
|
|
bool checksumstored = storedsides.ContainsKey(checksum);
|
|
if(checksumstored)
|
|
{
|
|
List<Sidedef> othersides = storedsides[checksum];
|
|
foreach(Sidedef os in othersides)
|
|
{
|
|
// They must be in the same sector
|
|
if(snsd.Sector == os.Sector)
|
|
{
|
|
// Check if sidedefs are really the same
|
|
stored = os;
|
|
MemoryStream sidemem = new MemoryStream(1024);
|
|
SerializerStream sidedata = new SerializerStream(sidemem);
|
|
MemoryStream othermem = new MemoryStream(1024);
|
|
SerializerStream otherdata = new SerializerStream(othermem);
|
|
snsd.ReadWrite(sidedata);
|
|
os.ReadWrite(otherdata);
|
|
if(sidemem.Length == othermem.Length)
|
|
{
|
|
samesidedef = true;
|
|
sidemem.Seek(0, SeekOrigin.Begin);
|
|
othermem.Seek(0, SeekOrigin.Begin);
|
|
for(int i = 0; i < sidemem.Length; i++)
|
|
{
|
|
if(sidemem.ReadByte() != othermem.ReadByte())
|
|
{
|
|
samesidedef = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(samesidedef) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Same sidedef?
|
|
if(samesidedef)
|
|
{
|
|
// Replace with stored sidedef
|
|
bool isfront = snsd.IsFront;
|
|
Linedef ld = snsd.Line;
|
|
snsd.Line.DetachSidedefP(snsd);
|
|
if(isfront)
|
|
ld.AttachFront(stored);
|
|
else
|
|
ld.AttachBack(stored);
|
|
|
|
// Remove the sidedef
|
|
snsd.SetSector(null);
|
|
RemoveSidedef(sn);
|
|
}
|
|
else
|
|
{
|
|
// Store this new one
|
|
if(checksumstored)
|
|
{
|
|
storedsides[checksum].Add(snsd);
|
|
}
|
|
else
|
|
{
|
|
List<Sidedef> newlist = new List<Sidedef>(4) {snsd};
|
|
storedsides.Add(checksum, newlist);
|
|
}
|
|
|
|
// Next
|
|
sn++;
|
|
}
|
|
}
|
|
|
|
EndAddRemove();
|
|
|
|
// Output info
|
|
long endtime = Clock.CurrentTime;
|
|
float deltatimesec = (endtime - starttime) / 1000.0f;
|
|
float ratio = 100.0f - ((numsidedefs / (float)originalsidescount) * 100.0f);
|
|
General.WriteLogLine("Sidedefs compressed: " + numsidedefs + " remaining out of " + originalsidescount + " (" + ratio.ToString("########0.00") + "%) in " + deltatimesec.ToString("########0.00") + " seconds");
|
|
}
|
|
|
|
// This converts flags and activations to UDMF fields
|
|
internal void TranslateToUDMF(Type previousmapformatinterfacetype)
|
|
{
|
|
foreach(Linedef l in linedefs) l.TranslateToUDMF(previousmapformatinterfacetype);
|
|
foreach(Thing t in things) t.TranslateToUDMF();
|
|
}
|
|
|
|
// This converts UDMF fields back into flags and activations
|
|
// NOTE: Only converts the marked items
|
|
internal void TranslateFromUDMF()
|
|
{
|
|
foreach(Linedef l in linedefs) if(l.Marked) l.TranslateFromUDMF();
|
|
foreach(Sidedef s in sidedefs) if(s.Marked) s.TranslateFromUDMF(); //mxd
|
|
foreach(Sector s in sectors) if(s.Marked) s.TranslateFromUDMF(); //mxd
|
|
foreach(Thing t in things) if(t.Marked) t.TranslateFromUDMF();
|
|
}
|
|
|
|
//mxd
|
|
internal bool TranslateTextureNames(bool uselongnames, bool markedonly)
|
|
{
|
|
if(markedonly)
|
|
{
|
|
List<Sector> markedsectors = GetMarkedSectors(true);
|
|
List<Sidedef> markedsides = GetMarkedSidedefs(true);
|
|
if(uselongnames) return TranslateToLongTextureNames(markedsectors, markedsides);
|
|
return TranslateToShortTextureNames(markedsectors, markedsides);
|
|
}
|
|
else
|
|
{
|
|
if(uselongnames) return TranslateToLongTextureNames(sectors, sidedefs);
|
|
return TranslateToShortTextureNames(sectors, sidedefs);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private static bool TranslateToLongTextureNames(IEnumerable<Sector> sectors, IEnumerable<Sidedef> sidedefs)
|
|
{
|
|
bool changed = false;
|
|
|
|
foreach(Sector s in sectors)
|
|
{
|
|
if(s.FloorTexture != "-")
|
|
{
|
|
string ft = General.Map.Data.GetFullFlatName(s.FloorTexture);
|
|
if(ft != s.FloorTexture)
|
|
{
|
|
s.SetFloorTexture(Lump.MakeLongName(ft));
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.CeilTexture != "-")
|
|
{
|
|
string ct = General.Map.Data.GetFullFlatName(s.CeilTexture);
|
|
if(ct != s.CeilTexture)
|
|
{
|
|
s.SetCeilTexture(Lump.MakeLongName(ct));
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach(Sidedef s in sidedefs)
|
|
{
|
|
if(s.HighTexture != "-")
|
|
{
|
|
string ht = General.Map.Data.GetFullTextureName(s.HighTexture);
|
|
if(ht != s.HighTexture)
|
|
{
|
|
s.SetTextureHigh(Lump.MakeLongName(ht));
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.MiddleTexture != "-")
|
|
{
|
|
string mt = General.Map.Data.GetFullTextureName(s.MiddleTexture);
|
|
if(mt != s.MiddleTexture)
|
|
{
|
|
s.SetTextureMid(Lump.MakeLongName(mt));
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.LowTexture != "-")
|
|
{
|
|
string lt = General.Map.Data.GetFullTextureName(s.LowTexture);
|
|
if(lt != s.LowTexture)
|
|
{
|
|
s.SetTextureLow(Lump.MakeLongName(lt));
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return changed;
|
|
}
|
|
|
|
private static bool TranslateToShortTextureNames(IEnumerable<Sector> sectors, IEnumerable<Sidedef> sidedefs)
|
|
{
|
|
bool changed = false;
|
|
|
|
foreach(Sector s in sectors)
|
|
{
|
|
if(s.FloorTexture != "-")
|
|
{
|
|
string ft = GetShortTextureName(s.FloorTexture);
|
|
if(ft != s.FloorTexture)
|
|
{
|
|
s.SetFloorTexture(ft);
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.CeilTexture != "-")
|
|
{
|
|
string ct = GetShortTextureName(s.CeilTexture);
|
|
if(ct != s.CeilTexture)
|
|
{
|
|
s.SetCeilTexture(ct);
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach(Sidedef s in sidedefs)
|
|
{
|
|
if(s.HighTexture != "-")
|
|
{
|
|
string ht = GetShortTextureName(s.HighTexture);
|
|
if(ht != s.HighTexture)
|
|
{
|
|
s.SetTextureHigh(ht);
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.MiddleTexture != "-")
|
|
{
|
|
string mt = GetShortTextureName(s.MiddleTexture);
|
|
if(mt != s.MiddleTexture)
|
|
{
|
|
s.SetTextureMid(mt);
|
|
changed = true;
|
|
}
|
|
}
|
|
if(s.LowTexture != "-")
|
|
{
|
|
string lt = GetShortTextureName(s.LowTexture);
|
|
if(lt != s.LowTexture)
|
|
{
|
|
s.SetTextureLow(lt);
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return changed;
|
|
}
|
|
|
|
internal static string GetShortTextureName(string name)
|
|
{
|
|
string shortname = Path.GetFileNameWithoutExtension(name).ToUpperInvariant();
|
|
if(shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH) shortname = shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
|
|
return shortname;
|
|
}
|
|
|
|
/// <summary>This removes unused vertices.</summary>
|
|
public void RemoveUnusedVertices()
|
|
{
|
|
// Go for all vertices
|
|
int index = numvertices - 1;
|
|
while(index >= 0)
|
|
{
|
|
if((vertices[index] != null) && (vertices[index].Linedefs.Count == 0))
|
|
vertices[index].Dispose();
|
|
else
|
|
index--;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void UpdateCustomLinedefColors()
|
|
{
|
|
foreach(Linedef l in linedefs) l.UpdateColorPreset();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|