mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-15 09:01:40 +00:00
512 lines
12 KiB
C#
512 lines
12 KiB
C#
|
|
#region ================== Copyright (c) 2007 Pascal vd Heiden
|
|
|
|
/*
|
|
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Namespaces
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using System.Drawing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.Map
|
|
{
|
|
public class BlockMap<BE> where BE : BlockEntry, new()
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Blocks
|
|
protected BE[,] blockmap;
|
|
protected int blocksizeshift;
|
|
protected int blocksize;
|
|
protected Size size;
|
|
protected RectangleF range;
|
|
protected Vector2D rangelefttop;
|
|
|
|
// State
|
|
private bool isdisposed;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public bool IsDisposed { get { return isdisposed; } }
|
|
public Size Size { get { return size; } }
|
|
public RectangleF Range { get { return range; } }
|
|
public int BlockSize { get { return blocksize; } }
|
|
internal BE[,] Map { get { return blockmap; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
public BlockMap(RectangleF range)
|
|
{
|
|
Initialize(range, 128);
|
|
}
|
|
|
|
// Constructor
|
|
public BlockMap(RectangleF range, int blocksize)
|
|
{
|
|
Initialize(range, blocksize);
|
|
}
|
|
|
|
// This initializes the blockmap
|
|
private void Initialize(RectangleF range, int blocksize)
|
|
{
|
|
// Initialize
|
|
this.range = range;
|
|
this.blocksizeshift = General.BitsForInt(blocksize);
|
|
this.blocksize = 1 << blocksizeshift;
|
|
if((this.blocksize != blocksize) || (this.blocksize <= 1)) throw new ArgumentException("Block size must be a power of 2 greater than 1");
|
|
rangelefttop = new Vector2D(range.Left, range.Top);
|
|
Point lefttop = new Point((int)range.Left >> blocksizeshift, (int)range.Top >> blocksizeshift);
|
|
Point rightbottom = new Point((int)range.Right >> blocksizeshift, (int)range.Bottom >> blocksizeshift);
|
|
size = new Size((rightbottom.X - lefttop.X) + 1, (rightbottom.Y - lefttop.Y) + 1);
|
|
blockmap = new BE[size.Width, size.Height];
|
|
Clear();
|
|
}
|
|
|
|
// Disposer
|
|
public void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
blockmap = null;
|
|
|
|
// Done
|
|
isdisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This returns the block coordinates
|
|
protected Point GetBlockCoordinates(Vector2D v)
|
|
{
|
|
return new Point((int)(v.x - range.Left) >> blocksizeshift,
|
|
(int)(v.y - range.Top) >> blocksizeshift);
|
|
}
|
|
|
|
// This returns the block center in world coordinates
|
|
protected Vector2D GetBlockCenter(Point p)
|
|
{
|
|
return new Vector2D(((p.X << blocksizeshift) + (blocksize >> 1)) + range.Left,
|
|
((p.Y << blocksizeshift) + (blocksize >> 1)) + range.Top);
|
|
}
|
|
|
|
// This returns true when the given block is inside range
|
|
protected bool IsInRange(Point p)
|
|
{
|
|
return (p.X >= 0) && (p.X < size.Width) && (p.Y >= 0) && (p.Y < size.Height);
|
|
}
|
|
|
|
// This returns true when the given block is inside range
|
|
public bool IsInRange(Vector2D p)
|
|
{
|
|
return (p.x >= range.Left) && (p.x < range.Right) && (p.y >= range.Top) && (p.y < range.Bottom);
|
|
}
|
|
|
|
// This crops a point into the range
|
|
protected Point CropToRange(Point p)
|
|
{
|
|
return new Point(Math.Min(Math.Max(p.X, 0), size.Width - 1),
|
|
Math.Min(Math.Max(p.Y, 0), size.Height - 1));
|
|
}
|
|
|
|
// This crops a point into the range
|
|
protected int CropToRangeX(int x)
|
|
{
|
|
return Math.Min(Math.Max(x, 0), size.Width - 1);
|
|
}
|
|
|
|
// This crops a point into the range
|
|
protected int CropToRangeY(int y)
|
|
{
|
|
return Math.Min(Math.Max(y, 0), size.Height - 1);
|
|
}
|
|
|
|
// This clears the blockmap
|
|
public virtual void Clear()
|
|
{
|
|
for(int x = 0; x < size.Width; x++)
|
|
{
|
|
for(int y = 0; y < size.Height; y++)
|
|
{
|
|
blockmap[x, y] = new BE();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This returns a blocks at the given coordinates, if any
|
|
// Returns null when out of range
|
|
public virtual BE GetBlockAt(Vector2D pos)
|
|
{
|
|
// Calculate block coordinates
|
|
Point p = GetBlockCoordinates(pos);
|
|
return IsInRange(p) ? blockmap[p.X, p.Y] : null;
|
|
}
|
|
|
|
// This returns a range of blocks in a square
|
|
public virtual List<BE> GetSquareRange(RectangleF rect)
|
|
{
|
|
// Calculate block coordinates
|
|
Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
|
|
Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
|
|
|
|
// Crop coordinates to range
|
|
lt = CropToRange(lt);
|
|
rb = CropToRange(rb);
|
|
|
|
// Go through the range to make a list
|
|
int entriescount = ((rb.X - lt.X) + 1) * ((rb.Y - lt.Y) + 1);
|
|
List<BE> entries = new List<BE>(entriescount);
|
|
for(int x = lt.X; x <= rb.X; x++)
|
|
{
|
|
for(int y = lt.Y; y <= rb.Y; y++)
|
|
{
|
|
entries.Add(blockmap[x, y]);
|
|
}
|
|
}
|
|
|
|
// Return list
|
|
return entries;
|
|
}
|
|
|
|
// This returns all blocks along the given line
|
|
public virtual List<BE> GetLineBlocks(Vector2D v1, Vector2D v2)
|
|
{
|
|
int dirx, diry;
|
|
|
|
// Estimate number of blocks we will go through and create list
|
|
int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / blocksize;
|
|
List<BE> entries = new List<BE>(entriescount);
|
|
|
|
// Find start and end block
|
|
Point pos = GetBlockCoordinates(v1);
|
|
Point end = GetBlockCoordinates(v2);
|
|
v1 -= rangelefttop;
|
|
v2 -= rangelefttop;
|
|
|
|
// Horizontal straight line?
|
|
if(pos.Y == end.Y)
|
|
{
|
|
// Simple loop
|
|
pos.X = CropToRangeX(pos.X);
|
|
end.X = CropToRangeX(end.X);
|
|
if(IsInRange(new Point(pos.X, pos.Y)))
|
|
{
|
|
dirx = Math.Sign(v2.x - v1.x);
|
|
if(dirx != 0)
|
|
{
|
|
for(int x = pos.X; x != end.X; x += dirx)
|
|
{
|
|
entries.Add(blockmap[x, pos.Y]);
|
|
}
|
|
}
|
|
entries.Add(blockmap[end.X, end.Y]);
|
|
}
|
|
}
|
|
// Vertical straight line?
|
|
else if(pos.X == end.X)
|
|
{
|
|
// Simple loop
|
|
pos.Y = CropToRangeY(pos.Y);
|
|
end.Y = CropToRangeY(end.Y);
|
|
if(IsInRange(new Point(pos.X, pos.Y)))
|
|
{
|
|
diry = Math.Sign(v2.y - v1.y);
|
|
if(diry != 0)
|
|
{
|
|
for(int y = pos.Y; y != end.Y; y += diry)
|
|
{
|
|
entries.Add(blockmap[pos.X, y]);
|
|
}
|
|
}
|
|
entries.Add(blockmap[end.X, end.Y]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add this block
|
|
if(IsInRange(pos)) entries.Add(blockmap[pos.X, pos.Y]);
|
|
|
|
// Moving outside the block?
|
|
if(pos != end)
|
|
{
|
|
// Calculate current block edges
|
|
float cl = pos.X * blocksize;
|
|
float cr = (pos.X + 1) * blocksize;
|
|
float ct = pos.Y * blocksize;
|
|
float cb = (pos.Y + 1) * blocksize;
|
|
|
|
// Line directions
|
|
dirx = Math.Sign(v2.x - v1.x);
|
|
diry = Math.Sign(v2.y - v1.y);
|
|
|
|
// Calculate offset and delta movement over x
|
|
float posx, deltax;
|
|
if(dirx >= 0)
|
|
{
|
|
posx = (cr - v1.x) / (v2.x - v1.x);
|
|
deltax = blocksize / (v2.x - v1.x);
|
|
}
|
|
else
|
|
{
|
|
// Calculate offset and delta movement over x
|
|
posx = (v1.x - cl) / (v1.x - v2.x);
|
|
deltax = blocksize / (v1.x - v2.x);
|
|
}
|
|
|
|
// Calculate offset and delta movement over y
|
|
float posy, deltay;
|
|
if(diry >= 0)
|
|
{
|
|
posy = (cb - v1.y) / (v2.y - v1.y);
|
|
deltay = blocksize / (v2.y - v1.y);
|
|
}
|
|
else
|
|
{
|
|
posy = (v1.y - ct) / (v1.y - v2.y);
|
|
deltay = blocksize / (v1.y - v2.y);
|
|
}
|
|
|
|
// Continue while not reached the end
|
|
while(pos != end)
|
|
{
|
|
// Check in which direction to move
|
|
if(posx < posy)
|
|
{
|
|
// Move horizontally
|
|
posx += deltax;
|
|
if(pos.X != end.X) pos.X += dirx;
|
|
}
|
|
else
|
|
{
|
|
// Move vertically
|
|
posy += deltay;
|
|
if(pos.Y != end.Y) pos.Y += diry;
|
|
}
|
|
|
|
// Add lines to this block
|
|
if(IsInRange(pos)) entries.Add(blockmap[pos.X, pos.Y]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return list
|
|
return entries;
|
|
}
|
|
|
|
// This puts things in the blockmap
|
|
public virtual void AddThingsSet(ICollection<Thing> things)
|
|
{
|
|
foreach(Thing t in things) AddThing(t);
|
|
}
|
|
|
|
// This puts a thing in the blockmap
|
|
public virtual void AddThing(Thing t)
|
|
{
|
|
Point p = GetBlockCoordinates(t.Position);
|
|
if(IsInRange(p)) blockmap[p.X, p.Y].Things.Add(t);
|
|
}
|
|
|
|
//mxd. This puts vertices in the blockmap
|
|
public virtual void AddVerticesSet(ICollection<Vertex> verts)
|
|
{
|
|
foreach(Vertex v in verts) AddVertex(v);
|
|
}
|
|
|
|
//mxd. This puts a vertex in the blockmap
|
|
public virtual void AddVertex(Vertex v)
|
|
{
|
|
Point p = GetBlockCoordinates(v.Position);
|
|
if(IsInRange(p)) blockmap[p.X, p.Y].Vertices.Add(v);
|
|
}
|
|
|
|
// This puts sectors in the blockmap
|
|
public virtual void AddSectorsSet(ICollection<Sector> sectors)
|
|
{
|
|
foreach(Sector s in sectors) AddSector(s);
|
|
}
|
|
|
|
// This puts a sector in the blockmap
|
|
public virtual void AddSector(Sector s)
|
|
{
|
|
Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top));
|
|
Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom));
|
|
p1 = CropToRange(p1);
|
|
p2 = CropToRange(p2);
|
|
for(int x = p1.X; x <= p2.X; x++)
|
|
{
|
|
for(int y = p1.Y; y <= p2.Y; y++)
|
|
{
|
|
blockmap[x, y].Sectors.Add(s);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This puts a whole set of linedefs in the blocks they cross
|
|
public virtual void AddLinedefsSet(ICollection<Linedef> lines)
|
|
{
|
|
foreach(Linedef l in lines) AddLinedef(l);
|
|
}
|
|
|
|
// This puts a single linedef in all blocks it crosses
|
|
public virtual void AddLinedef(Linedef line)
|
|
{
|
|
int dirx, diry;
|
|
|
|
// Get coordinates
|
|
Vector2D v1 = line.Start.Position;
|
|
Vector2D v2 = line.End.Position;
|
|
|
|
// Find start and end block
|
|
Point pos = GetBlockCoordinates(v1);
|
|
Point end = GetBlockCoordinates(v2);
|
|
v1 -= rangelefttop;
|
|
v2 -= rangelefttop;
|
|
|
|
// Horizontal straight line?
|
|
if(pos.Y == end.Y)
|
|
{
|
|
// Simple loop
|
|
pos.X = CropToRangeX(pos.X);
|
|
end.X = CropToRangeX(end.X);
|
|
if(IsInRange(new Point(pos.X, pos.Y)))
|
|
{
|
|
dirx = Math.Sign(v2.x - v1.x);
|
|
if(dirx != 0)
|
|
{
|
|
for(int x = pos.X; x != end.X; x += dirx)
|
|
{
|
|
blockmap[x, pos.Y].Lines.Add(line);
|
|
}
|
|
}
|
|
blockmap[end.X, end.Y].Lines.Add(line);
|
|
}
|
|
}
|
|
// Vertical straight line?
|
|
else if(pos.X == end.X)
|
|
{
|
|
// Simple loop
|
|
pos.Y = CropToRangeY(pos.Y);
|
|
end.Y = CropToRangeY(end.Y);
|
|
if(IsInRange(new Point(pos.X, pos.Y)))
|
|
{
|
|
diry = Math.Sign(v2.y - v1.y);
|
|
if(diry != 0)
|
|
{
|
|
for(int y = pos.Y; y != end.Y; y += diry)
|
|
{
|
|
blockmap[pos.X, y].Lines.Add(line);
|
|
}
|
|
}
|
|
blockmap[end.X, end.Y].Lines.Add(line);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add lines to this block
|
|
if(IsInRange(pos)) blockmap[pos.X, pos.Y].Lines.Add(line);
|
|
|
|
// Moving outside the block?
|
|
if(pos != end)
|
|
{
|
|
// Calculate current block edges
|
|
float cl = pos.X * blocksize;
|
|
float cr = (pos.X + 1) * blocksize;
|
|
float ct = pos.Y * blocksize;
|
|
float cb = (pos.Y + 1) * blocksize;
|
|
|
|
// Line directions
|
|
dirx = Math.Sign(v2.x - v1.x);
|
|
diry = Math.Sign(v2.y - v1.y);
|
|
|
|
// Calculate offset and delta movement over x
|
|
float posx, deltax;
|
|
if(dirx == 0)
|
|
{
|
|
posx = float.MaxValue;
|
|
deltax = float.MaxValue;
|
|
}
|
|
else if(dirx > 0)
|
|
{
|
|
posx = (cr - v1.x) / (v2.x - v1.x);
|
|
deltax = blocksize / (v2.x - v1.x);
|
|
}
|
|
else
|
|
{
|
|
// Calculate offset and delta movement over x
|
|
posx = (v1.x - cl) / (v1.x - v2.x);
|
|
deltax = blocksize / (v1.x - v2.x);
|
|
}
|
|
|
|
// Calculate offset and delta movement over y
|
|
float posy, deltay;
|
|
if(diry == 0)
|
|
{
|
|
posy = float.MaxValue;
|
|
deltay = float.MaxValue;
|
|
}
|
|
else if(diry > 0)
|
|
{
|
|
posy = (cb - v1.y) / (v2.y - v1.y);
|
|
deltay = blocksize / (v2.y - v1.y);
|
|
}
|
|
else
|
|
{
|
|
posy = (v1.y - ct) / (v1.y - v2.y);
|
|
deltay = blocksize / (v1.y - v2.y);
|
|
}
|
|
|
|
// Continue while not reached the end
|
|
while(pos != end)
|
|
{
|
|
// Check in which direction to move
|
|
if(posx < posy)
|
|
{
|
|
// Move horizontally
|
|
posx += deltax;
|
|
if(pos.X != end.X) pos.X += dirx;
|
|
}
|
|
else
|
|
{
|
|
// Move vertically
|
|
posy += deltay;
|
|
if(pos.Y != end.Y) pos.Y += diry;
|
|
}
|
|
|
|
// Add lines to this block
|
|
if(IsInRange(pos)) blockmap[pos.X, pos.Y].Lines.Add(line);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|