ZoneBuilder/Source/Core/VisualModes/VisualBlockMap.cs
2023-04-26 17:54:34 +02:00

323 lines
11 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.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using System.Diagnostics;
using System.Linq;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public sealed class VisualBlockMap
{
// This returns all blocks along the given line
public List<VisualBlockEntry> GetLineBlocks(Vector2D v1, Vector2D v2)
{
int x0 = (int)Math.Floor(Math.Min(v1.x, v2.x));
int y0 = (int)Math.Floor(Math.Min(v1.y, v2.y));
int x1 = (int)Math.Floor(Math.Max(v1.x, v2.x)) + 1;
int y1 = (int)Math.Floor(Math.Max(v1.y, v2.y)) + 1;
var result = new List<VisualBlockEntry>();
root.GetBlocks(new Rectangle(x0, y0, x1 - x0, y1 - y0), ref result);
return result;
}
public List<VisualBlockEntry> GetBlocks(RectangleF box)
{
var result = new List<VisualBlockEntry>();
root.GetBlocks(ToRectangle(box), ref result);
return result;
}
public List<VisualBlockEntry> GetBlocks(Vector2D pos)
{
var result = new List<VisualBlockEntry>();
root.GetBlocks(new Point((int)Math.Floor(pos.x), (int)Math.Floor(pos.y)), ref result);
return result;
}
// This returns a range of blocks in a frustum
public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum2D)
{
var frustum = new Frustum();
frustum.planes = new Plane[4]
{
new Plane(frustum2D.Lines[0]),
new Plane(frustum2D.Lines[1]),
new Plane(frustum2D.Lines[2]),
new Plane(frustum2D.Lines[3])
};
var result = new List<VisualBlockEntry>();
root.GetBlocks(frustum, ref result);
return result;
}
public Sector GetSectorAt(Vector2D pos)
{
foreach (VisualBlockEntry e in GetBlocks(pos))
{
foreach (Sector s in e.Sectors)
{
if (s.Intersect(pos))
{
return s;
}
}
}
return null;
}
public void Clear()
{
root = new Node(new Rectangle(MapMinX, MapMinY, MapMaxX - MapMinX, MapMaxY - MapMinY));
}
public void AddSectorsSet(ICollection<Sector> sectors)
{
foreach (Sector s in sectors) AddSector(s);
}
public void AddLinedefsSet(ICollection<Linedef> lines)
{
foreach (Linedef line in lines) AddLinedef(line);
}
public void AddThingsSet(ICollection<Thing> things)
{
foreach (Thing t in things) AddThing(t);
}
public void AddSector(Sector sector)
{
root.GetEntry(ToRectangle(sector.BBox)).Sectors.Add(sector);
}
public void AddLinedef(Linedef line)
{
int x0 = (int)Math.Floor(Math.Min(line.Start.Position.x, line.End.Position.x));
int y0 = (int)Math.Floor(Math.Min(line.Start.Position.y, line.End.Position.y));
int x1 = (int)Math.Floor(Math.Max(line.Start.Position.x, line.End.Position.x)) + 1;
int y1 = (int)Math.Floor(Math.Max(line.Start.Position.y, line.End.Position.y)) + 1;
root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Lines.Add(line);
}
public void AddThing(Thing thing)
{
int x0 = (int)Math.Floor(thing.Position.x - thing.Size);
int x1 = (int)Math.Floor(thing.Position.x + thing.Size) + 1;
int y0 = (int)Math.Floor(thing.Position.y - thing.Size);
int y1 = (int)Math.Floor(thing.Position.y + thing.Size) + 1;
root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Things.Add(thing);
}
internal void Dispose()
{
Clear();
}
static Rectangle ToRectangle(RectangleF bbox)
{
int x0 = (int)Math.Floor(bbox.Left);
int y0 = (int)Math.Floor(bbox.Top);
int x1 = (int)Math.Floor(bbox.Right) + 1;
int y1 = (int)Math.Floor(bbox.Bottom) + 1;
return new Rectangle(x0, y0, x1 - x0, y1 - y0);
}
const int MapMinX = -32768;
const int MapMinY = -32768;
const int MapMaxX = 32768;
const int MapMaxY = 32768;
const int MaxLevels = 8;
Node root = new Node(new Rectangle(MapMinX, MapMinY, MapMaxX - MapMinX, MapMaxY - MapMinY));
struct Plane
{
public Plane(Line2D line)
{
Vector2D dir = line.v2 - line.v1;
A = -dir.y;
B = dir.x;
D = -(line.v1.x * A + line.v1.y * B);
}
public float A, B, D;
}
class Frustum
{
public Plane[] planes;
}
class Node
{
enum Visibility { Inside, Intersecting, Outside };
public Node(Rectangle bbox)
{
this.bbox = bbox;
extents = new Vector2D(bbox.Width * 0.5f, bbox.Height * 0.5f);
center = new Vector2D(bbox.X + extents.x, bbox.Y + extents.y);
}
public void GetBlocks(Frustum frustum, ref List<VisualBlockEntry> list)
{
Visibility vis = TestVisibility(frustum);
if (vis == Visibility.Inside)
{
GetAllBlocks(ref list);
}
else if (vis == Visibility.Intersecting)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
topLeft.GetBlocks(frustum, ref list);
topRight.GetBlocks(frustum, ref list);
bottomLeft.GetBlocks(frustum, ref list);
bottomRight.GetBlocks(frustum, ref list);
}
}
}
void GetAllBlocks(ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
topLeft.GetAllBlocks(ref list);
topRight.GetAllBlocks(ref list);
bottomLeft.GetAllBlocks(ref list);
bottomRight.GetAllBlocks(ref list);
}
}
Visibility TestVisibility(Frustum frustum)
{
Visibility result = Visibility.Inside;
for (int i = 0; i < 4; i++)
{
Visibility vis = TestFrustumLineVisibility(frustum.planes[i]);
if (vis == Visibility.Outside)
return Visibility.Outside;
else if (vis == Visibility.Intersecting)
result = Visibility.Intersecting;
}
return result;
}
Visibility TestFrustumLineVisibility(Plane plane)
{
float e = extents.x * Math.Abs(plane.A) + extents.y * Math.Abs(plane.B);
float s = center.x * plane.A + center.y * plane.B + plane.D;
if (s - e > 0.0)
return Visibility.Inside;
else if (s + e < 0)
return Visibility.Outside;
else
return Visibility.Intersecting;
}
public void GetBlocks(Point pos, ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
if (topLeft.bbox.Contains(pos)) topLeft.GetBlocks(pos, ref list);
if (topRight.bbox.Contains(pos)) topRight.GetBlocks(pos, ref list);
if (bottomLeft.bbox.Contains(pos)) bottomLeft.GetBlocks(pos, ref list);
if (bottomRight.bbox.Contains(pos)) bottomRight.GetBlocks(pos, ref list);
}
}
public void GetBlocks(Rectangle box, ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
if (topLeft.bbox.IntersectsWith(box)) topLeft.GetBlocks(box, ref list);
if (topRight.bbox.IntersectsWith(box)) topRight.GetBlocks(box, ref list);
if (bottomLeft.bbox.IntersectsWith(box)) bottomLeft.GetBlocks(box, ref list);
if (bottomRight.bbox.IntersectsWith(box)) bottomRight.GetBlocks(box, ref list);
}
}
public VisualBlockEntry GetEntry(Rectangle box, int level = 0)
{
if (level == MaxLevels)
{
if (visualBlock == null)
visualBlock = new VisualBlockEntry();
return visualBlock;
}
if (topLeft == null)
CreateChildren();
if (topLeft.bbox.Contains(box)) return topLeft.GetEntry(box, level + 1);
if (topRight.bbox.Contains(box)) return topRight.GetEntry(box, level + 1);
if (bottomLeft.bbox.Contains(box)) return bottomLeft.GetEntry(box, level + 1);
if (bottomRight.bbox.Contains(box)) return bottomRight.GetEntry(box, level + 1);
if (visualBlock == null)
visualBlock = new VisualBlockEntry();
return visualBlock;
}
void CreateChildren()
{
int x0 = bbox.X;
int x1 = bbox.X + bbox.Width / 2;
int x2 = bbox.X + bbox.Width;
int y0 = bbox.Y;
int y1 = bbox.Y + bbox.Height / 2;
int y2 = bbox.Y + bbox.Height;
topLeft = new Node(new Rectangle(x0, y0, x1 - x0, y1 - y0));
topRight = new Node(new Rectangle(x1, y0, x2 - x1, y1 - y0));
bottomLeft = new Node(new Rectangle(x0, y1, x1 - x0, y2 - y1));
bottomRight = new Node(new Rectangle(x1, y1, x2 - x1, y2 - y1));
}
Rectangle bbox;
Vector2D extents;
Vector2D center;
Node topLeft;
Node topRight;
Node bottomLeft;
Node bottomRight;
VisualBlockEntry visualBlock;
}
}
}