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https://git.do.srb2.org/STJr/ZoneBuilder.git
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2360 lines
78 KiB
C#
2360 lines
78 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.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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/// <summary>
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/// Tools to work with geometry.
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/// </summary>
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public static class Tools
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{
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#region ================== Structures
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private struct SidedefSettings
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{
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public string newtexhigh;
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public string newtexmid;
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public string newtexlow;
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}
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private struct SidedefFillJob
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{
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public Sidedef sidedef;
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// Moving forward along the sidedef?
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public bool forward;
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}
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Polygons and Triangles
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// Point inside the polygon?
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// See: http://local.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/
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public static bool PointInPolygon(ICollection<Vector2D> polygon, Vector2D point)
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{
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Vector2D v1 = General.GetByIndex(polygon, polygon.Count - 1);
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uint c = 0;
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// Go for all vertices
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foreach(Vector2D v2 in polygon)
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{
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// Determine min/max values
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float miny = Math.Min(v1.y, v2.y);
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float maxy = Math.Max(v1.y, v2.y);
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float maxx = Math.Max(v1.x, v2.x);
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// Check for intersection
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if((point.y > miny) && (point.y <= maxy))
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{
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if(point.x <= maxx)
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{
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if(v1.y != v2.y)
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{
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float xint = (point.y - v1.y) * (v2.x - v1.x) / (v2.y - v1.y) + v1.x;
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if((v1.x == v2.x) || (point.x <= xint)) c++;
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}
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}
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}
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// Move to next
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v1 = v2;
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}
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// Inside this polygon?
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return (c & 0x00000001UL) != 0;
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}
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#endregion
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#region ================== Pathfinding
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/// <summary>
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/// This finds a potential sector at the given coordinates,
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/// or returns null when a sector is not possible there.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Vector2D pos)
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{
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// Find the nearest line and determine side, then use the other method to create the sector
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Linedef l = General.Map.Map.NearestLinedef(pos);
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return FindPotentialSectorAt(l, (l.SideOfLine(pos) <= 0));
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}
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/// <summary>
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/// This finds a potential sector starting at the given line and side,
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/// or returns null when sector is not possible.
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/// </summary>
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public static List<LinedefSide> FindPotentialSectorAt(Linedef line, bool front)
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{
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List<LinedefSide> alllines = new List<LinedefSide>();
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// Find the outer lines
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EarClipPolygon p = FindOuterLines(line, front, alllines);
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if(p != null)
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{
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// Find the inner lines
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FindInnerLines(p, alllines);
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return alllines;
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}
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return null;
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}
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// This finds the inner lines of the sector and adds them to the sector polygon
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private static void FindInnerLines(EarClipPolygon p, List<LinedefSide> alllines)
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{
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bool findmore;
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float foundangle = 0f;
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RectangleF bbox = p.CreateBBox();
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do
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{
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findmore = false;
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// Go for all vertices to find the right-most vertex inside the polygon
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Vertex foundv = null;
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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// Inside the polygon bounding box?
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if(v.Position.x < bbox.Left || v.Position.x > bbox.Right || v.Position.y < bbox.Top || v.Position.y > bbox.Bottom)
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continue;
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// More to the right?
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if((foundv == null) || (v.Position.x >= foundv.Position.x))
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{
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// Vertex is inside the polygon?
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if(p.Intersect(v.Position))
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{
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// Vertex has lines attached?
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if(v.Linedefs.Count > 0)
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{
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// Go for all lines to see if the vertex is not of the polygon itsself
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bool vvalid = true;
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foreach(LinedefSide ls in alllines)
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{
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if((ls.Line.Start == v) || (ls.Line.End == v))
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{
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vvalid = false;
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break;
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}
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}
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// Valid vertex?
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if(vvalid) foundv = v;
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}
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}
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}
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}
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// Found a vertex inside the polygon?
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if(foundv != null)
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{
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// Find the attached linedef with the smallest angle to the right
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const float targetangle = Angle2D.PIHALF;
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Linedef foundline = null;
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foreach(Linedef l in foundv.Linedefs)
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{
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// We need an angle unrelated to line direction, so correct for that
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float lineangle = l.Angle;
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if(l.End == foundv) lineangle += Angle2D.PI;
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// Better result?
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float deltaangle = Angle2D.Difference(targetangle, lineangle);
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if((foundline == null) || (deltaangle < foundangle))
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{
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foundline = l;
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foundangle = deltaangle;
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}
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}
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// We already know that each linedef will go from this vertex
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// to the left, because this is the right-most vertex in this area.
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// If the line would go to the right, that means the other vertex of
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// that line must lie outside this area and the mapper made an error.
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// Should I check for this error and fail to create a sector in
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// that case or ignore it and create a malformed sector (possibly
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// breaking another sector also)?
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// Find the side at which to start pathfinding
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Vector2D testpos = new Vector2D(100.0f, 0.0f);
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bool foundlinefront = (foundline.SideOfLine(foundv.Position + testpos) < 0.0f);
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// Find inner path
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List<LinedefSide> innerlines = FindClosestPath(foundline, foundlinefront, true);
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if(innerlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(innerlines);
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EarClipPolygon innerpoly = tracepath.MakePolygon(true);
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// Check if the front of the line is outside the polygon
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if(!innerpoly.Intersect(foundline.GetSidePoint(foundlinefront)))
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{
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// Valid hole found!
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alllines.AddRange(innerlines);
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p.InsertChild(innerpoly);
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findmore = true;
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}
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}
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}
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}
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// Continue until no more holes found
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while(findmore);
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}
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// This finds the outer lines of the sector as a polygon
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// Returns null when no valid outer polygon can be found
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private static EarClipPolygon FindOuterLines(Linedef line, bool front, List<LinedefSide> alllines)
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{
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Linedef scanline = line;
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bool scanfront = front;
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do
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{
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// Find closest path
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List<LinedefSide> pathlines = FindClosestPath(scanline, scanfront, true);
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if(pathlines != null)
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{
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// Make polygon
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LinedefTracePath tracepath = new LinedefTracePath(pathlines);
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EarClipPolygon poly = tracepath.MakePolygon(true);
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// Check if the front of the line is inside the polygon
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if(poly.Intersect(line.GetSidePoint(front)))
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{
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// Outer lines found!
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alllines.AddRange(pathlines);
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return poly;
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}
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else
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{
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// Inner lines found. This is not what we need, we want the outer lines.
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// Find the right-most vertex to start a scan from there towards the outer lines.
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Vertex foundv = null;
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foreach(LinedefSide ls in pathlines)
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{
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if((foundv == null) || (ls.Line.Start.Position.x > foundv.Position.x))
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foundv = ls.Line.Start;
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if((foundv == null) || (ls.Line.End.Position.x > foundv.Position.x))
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foundv = ls.Line.End;
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}
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// If foundv is null then something is horribly wrong with the
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// path we received from FindClosestPath!
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if(foundv == null) throw new Exception("FAIL!");
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// From the right-most vertex trace outward to the right to
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// find the next closest linedef, this is based on the idea that
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// all sectors are closed.
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Vector2D lineoffset = new Vector2D(100.0f, 0.0f);
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Line2D testline = new Line2D(foundv.Position, foundv.Position + lineoffset);
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scanline = null;
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float foundu = float.MaxValue;
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float px = foundv.Position.x; //mxd
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float py = foundv.Position.y; //mxd
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foreach(Linedef ld in General.Map.Map.Linedefs)
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{
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// Line to the right of start point?
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if((ld.Start.Position.x > px) || (ld.End.Position.x > px))
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{
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// Line intersecting the y axis?
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if((ld.Start.Position.y >= py && ld.End.Position.y <= py)
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|| (ld.Start.Position.y <= py && ld.End.Position.y >= py)) //mxd
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{
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// Check if this linedef intersects our test line at a closer range
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float thisu;
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ld.Line.GetIntersection(testline, out thisu);
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if((thisu > 0.00001f) && (thisu < foundu) && !float.IsNaN(thisu))
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{
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scanline = ld;
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foundu = thisu;
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}
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}
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}
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}
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// Did we meet another line?
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if(scanline != null)
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{
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// Determine on which side we should start the next pathfind
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scanfront = (scanline.SideOfLine(foundv.Position) < 0.0f);
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}
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else
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{
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// Appearently we reached the end of the map, no sector possible here
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return null;
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}
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}
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}
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else
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{
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// Can't find a path
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return null;
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}
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}
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while(true);
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}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, bool turnatends)
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{
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return FindClosestPath(startline, startfront, startline, startfront, turnatends);
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}
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/// <summary>
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/// This finds the closest path from the beginning of a line to the end of the line.
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/// When turnatends is true, the algorithm will continue at the other side of the
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/// line when a dead end has been reached. Returns null when no path could be found.
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/// </summary>
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public static List<LinedefSide> FindClosestPath(Linedef startline, bool startfront, Linedef endline, bool endfront, bool turnatends)
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{
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List<LinedefSide> path = new List<LinedefSide>();
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Dictionary<Linedef, int> tracecount = new Dictionary<Linedef, int>();
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Linedef nextline = startline;
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bool nextfront = startfront;
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do
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{
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// Add line to path
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path.Add(new LinedefSide(nextline, nextfront));
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if(!tracecount.ContainsKey(nextline)) tracecount.Add(nextline, 1); else tracecount[nextline]++;
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// Determine next vertex to use
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Vertex v = nextfront ? nextline.End : nextline.Start;
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// Get list of linedefs and sort by angle
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List<Linedef> lines = new List<Linedef>(v.Linedefs);
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LinedefAngleSorter sorter = new LinedefAngleSorter(nextline, nextfront, v);
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lines.Sort(sorter);
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// Source line is the only one?
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if(lines.Count == 1)
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{
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// Are we allowed to trace along this line again?
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if(turnatends && (!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3)))
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{
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// Turn around and go back along the other side of the line
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nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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else
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{
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// Trace along the next line
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Linedef prevline = nextline;
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nextline = (lines[0] == nextline ? lines[1] : lines[0]);
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// Are we allowed to trace this line again?
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if(!tracecount.ContainsKey(nextline) || (tracecount[nextline] < 3))
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{
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// Check if front side changes
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if((prevline.Start == nextline.Start) ||
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(prevline.End == nextline.End)) nextfront = !nextfront;
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}
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else
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{
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// No more lines, trace ends here
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path = null;
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}
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}
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}
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// Continue as long as we have not reached the start yet
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// or we have no next line to trace
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while((path != null) && ((nextline != endline) || (nextfront != endfront)));
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// If start and front are not the same, add the end to the list also
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if((path != null) && ((startline != endline) || (startfront != endfront)))
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path.Add(new LinedefSide(endline, endfront));
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// Return path (null when trace failed)
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return path;
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}
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#endregion
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#region ================== Sector Making
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// This makes the sector from the given lines and sides
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// If nearbylines is not null, then this method will find the default
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// properties from the nearest line in this collection when the
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// default properties can't be found in the alllines collection.
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// Return null when no new sector could be made.
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public static Sector MakeSector(List<LinedefSide> alllines, List<Linedef> nearbylines, bool useOverrides)
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{
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Sector sourcesector = null;
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SidedefSettings sourceside = new SidedefSettings();
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bool foundsidedefaults = false;
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if(General.Map.Map.Sectors.Count >= General.Map.FormatInterface.MaxSectors)
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return null;
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Sector newsector = General.Map.Map.CreateSector();
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if(newsector == null) return null;
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// Check if any of the sides already has a sidedef
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// Then we use information from that sidedef to make the others
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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foundsidedefaults = true;
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break;
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}
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}
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else
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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foundsidedefaults = true;
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break;
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}
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}
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}
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// Now do the same for the other sides
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// Note how information is only copied when not already found
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// so this won't override information from the sides searched above
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foreach(LinedefSide ls in alllines)
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{
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if(ls.Front)
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{
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if(ls.Line.Back != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Back.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Back);
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foundsidedefaults = true;
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break;
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}
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}
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else
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{
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if(ls.Line.Front != null)
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{
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// Copy sidedef information if not already found
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if(sourcesector == null) sourcesector = ls.Line.Front.Sector;
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TakeSidedefSettings(ref sourceside, ls.Line.Front);
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foundsidedefaults = true;
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break;
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}
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}
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}
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// Use default settings from the nearest linedef, if settings have not been found yet
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Sector nearestsector = null; //mxd
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if( (nearbylines != null) && (alllines.Count > 0) && (!foundsidedefaults || (sourcesector == null)) )
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{
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Vector2D testpoint = alllines[0].Line.GetSidePoint(alllines[0].Front);
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Linedef nearest = MapSet.NearestLinedef(nearbylines, testpoint);
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if(nearest != null)
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{
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float side = nearest.SideOfLine(testpoint);
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Sidedef defaultside = (side < 0.0f ? nearest.Front : nearest.Back);
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if(defaultside != null)
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{
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if(sourcesector == null) sourcesector = defaultside.Sector;
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TakeSidedefSettings(ref sourceside, defaultside);
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}
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else
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{
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//mxd. Any side is better than no side (but we'll want only basic settings from that)...
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defaultside = (side < 0.0f ? nearest.Back : nearest.Front);
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if(defaultside != null)
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{
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TakeSidedefSettings(ref sourceside, defaultside);
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nearestsector = defaultside.Sector;
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}
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}
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}
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}
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// Use defaults where no settings could be found
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TakeSidedefDefaults(ref sourceside);
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|
|
|
// Found a source sector?
|
|
if(sourcesector != null)
|
|
{
|
|
// Copy properties from source to new sector
|
|
sourcesector.CopyPropertiesTo(newsector);
|
|
}
|
|
else if(nearestsector != null)
|
|
{
|
|
//mxd. Apply basic properties from the nearest sector
|
|
newsector.SetFloorTexture(nearestsector.FloorTexture);
|
|
newsector.SetCeilTexture(nearestsector.CeilTexture);
|
|
newsector.FloorHeight = nearestsector.FloorHeight;
|
|
newsector.CeilHeight = nearestsector.CeilHeight;
|
|
newsector.Brightness = nearestsector.Brightness;
|
|
}
|
|
else
|
|
{
|
|
// No source sector, apply default sector properties
|
|
newsector.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
|
|
newsector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
|
|
newsector.FloorHeight = General.Settings.DefaultFloorHeight;
|
|
newsector.CeilHeight = General.Settings.DefaultCeilingHeight;
|
|
newsector.Brightness = General.Settings.DefaultBrightness;
|
|
}
|
|
|
|
//mxd. Apply overrides?
|
|
if(useOverrides)
|
|
{
|
|
if(General.Map.Options.OverrideCeilingTexture) newsector.SetCeilTexture(General.Map.Options.DefaultCeilingTexture);
|
|
if(General.Map.Options.OverrideFloorTexture) newsector.SetFloorTexture(General.Map.Options.DefaultFloorTexture);
|
|
if(General.Map.Options.OverrideCeilingHeight) newsector.CeilHeight = General.Map.Options.CustomCeilingHeight;
|
|
if(General.Map.Options.OverrideFloorHeight) newsector.FloorHeight = General.Map.Options.CustomFloorHeight;
|
|
if(General.Map.Options.OverrideBrightness) newsector.Brightness = General.Map.Options.CustomBrightness;
|
|
}
|
|
|
|
// Go for all sides to make sidedefs
|
|
foreach(LinedefSide ls in alllines)
|
|
{
|
|
// We may only remove a useless middle texture when
|
|
// the line was previously singlesided
|
|
bool wassinglesided = (ls.Line.Back == null) || (ls.Line.Front == null);
|
|
|
|
if(ls.Front)
|
|
{
|
|
// Create sidedef is needed and ensure it points to the new sector
|
|
if(ls.Line.Front == null) General.Map.Map.CreateSidedef(ls.Line, true, newsector);
|
|
if(ls.Line.Front == null) return null;
|
|
if(ls.Line.Front.Sector != newsector) ls.Line.Front.SetSector(newsector);
|
|
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
|
|
}
|
|
else
|
|
{
|
|
// Create sidedef is needed and ensure it points to the new sector
|
|
if(ls.Line.Back == null) General.Map.Map.CreateSidedef(ls.Line, false, newsector);
|
|
if(ls.Line.Back == null) return null;
|
|
if(ls.Line.Back.Sector != newsector) ls.Line.Back.SetSector(newsector);
|
|
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
|
|
}
|
|
|
|
// Update line
|
|
if(ls.Line.Front != null)ls.Line.Front.RemoveUnneededTextures(wassinglesided, false, wassinglesided);
|
|
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(wassinglesided, false, wassinglesided);
|
|
|
|
// Apply single/double sided flags if the double-sided-ness changed
|
|
if( (wassinglesided && ((ls.Line.Front != null) && (ls.Line.Back != null))) ||
|
|
(!wassinglesided && ((ls.Line.Front == null) || (ls.Line.Back == null))))
|
|
ls.Line.ApplySidedFlags();
|
|
}
|
|
|
|
// Return the new sector
|
|
return newsector;
|
|
}
|
|
|
|
|
|
// This joins a sector with the given lines and sides. Returns null when operation could not be completed.
|
|
public static Sector JoinSector(List<LinedefSide> alllines, Sidedef original)
|
|
{
|
|
SidedefSettings sourceside = new SidedefSettings();
|
|
|
|
// Take settings fro mthe original side
|
|
TakeSidedefSettings(ref sourceside, original);
|
|
|
|
// Use defaults where no settings could be found
|
|
TakeSidedefDefaults(ref sourceside);
|
|
|
|
// Go for all sides to make sidedefs
|
|
foreach(LinedefSide ls in alllines)
|
|
{
|
|
if(ls.Front)
|
|
{
|
|
// Create sidedef if needed
|
|
if(ls.Line.Front == null)
|
|
{
|
|
Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, true, original.Sector);
|
|
if(sd == null) return null;
|
|
ApplyDefaultsToSidedef(ls.Line.Front, sourceside);
|
|
ls.Line.ApplySidedFlags();
|
|
|
|
// We must remove the (now useless) middle texture on the other side
|
|
if(ls.Line.Back != null) ls.Line.Back.RemoveUnneededTextures(true, true, true);
|
|
}
|
|
// Added 23-9-08, can we do this or will it break things?
|
|
else if(!original.Sector.IsDisposed) //mxd
|
|
{
|
|
// Link to the new sector
|
|
ls.Line.Front.SetSector(original.Sector);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Create sidedef if needed
|
|
if(ls.Line.Back == null)
|
|
{
|
|
Sidedef sd = General.Map.Map.CreateSidedef(ls.Line, false, original.Sector);
|
|
if(sd == null) return null;
|
|
ApplyDefaultsToSidedef(ls.Line.Back, sourceside);
|
|
ls.Line.ApplySidedFlags();
|
|
|
|
// We must remove the (now useless) middle texture on the other side
|
|
if(ls.Line.Front != null) ls.Line.Front.RemoveUnneededTextures(true, true, true);
|
|
}
|
|
// Added 23-9-08, can we do this or will it break things?
|
|
else if(!original.Sector.IsDisposed) //mxd
|
|
{
|
|
// Link to the new sector
|
|
ls.Line.Back.SetSector(original.Sector);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return the new sector
|
|
return original.Sector;
|
|
}
|
|
|
|
//mxd. This merges sectors, which have less than 3 sides, with surrounding sectors.
|
|
//Most of the logic is taken from MakeSectorsMode.
|
|
//Vector2D is sector's center BEFORE sides were removed.
|
|
//See VerticesMode.DeleteItem() for usage example
|
|
public static void MergeInvalidSectors(Dictionary<Sector, Vector2D> toMerge)
|
|
{
|
|
foreach(KeyValuePair<Sector, Vector2D> group in toMerge)
|
|
{
|
|
if(!group.Key.IsDisposed && group.Key.Sidedefs.Count > 0 && group.Key.Sidedefs.Count < 3)
|
|
{
|
|
group.Key.Dispose();
|
|
|
|
List<LinedefSide> sides = Tools.FindPotentialSectorAt(group.Value);
|
|
|
|
if(sides != null)
|
|
{
|
|
// Mark the lines we are going to use for this sector
|
|
General.Map.Map.ClearAllMarks(true);
|
|
foreach(LinedefSide ls in sides) ls.Line.Marked = false;
|
|
List<Linedef> oldlines = General.Map.Map.GetMarkedLinedefs(true);
|
|
|
|
// Make the sector
|
|
Sector s = Tools.MakeSector(sides, oldlines, false);
|
|
|
|
if(s != null)
|
|
{
|
|
// Now we go for all the lines along the sector to
|
|
// see if they only have a back side. In that case we want
|
|
// to flip the linedef to that it only has a front side.
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if((sd.Line.Front == null) && (sd.Line.Back != null))
|
|
{
|
|
// Flip linedef
|
|
sd.Line.FlipVertices();
|
|
sd.Line.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This takes default settings if not taken yet
|
|
private static void TakeSidedefDefaults(ref SidedefSettings settings)
|
|
{
|
|
// Use defaults where no settings could be found
|
|
if(settings.newtexhigh == null) settings.newtexhigh = General.Map.Options.DefaultTopTexture;
|
|
if(settings.newtexmid == null) settings.newtexmid = General.Map.Options.DefaultWallTexture;
|
|
if(settings.newtexlow == null) settings.newtexlow = General.Map.Options.DefaultBottomTexture;
|
|
}
|
|
|
|
// This takes sidedef settings if not taken yet
|
|
private static void TakeSidedefSettings(ref SidedefSettings settings, Sidedef side)
|
|
{
|
|
if((side.LongHighTexture != MapSet.EmptyLongName) && (settings.newtexhigh == null))
|
|
settings.newtexhigh = side.HighTexture;
|
|
if((side.LongMiddleTexture != MapSet.EmptyLongName) && (settings.newtexmid == null))
|
|
settings.newtexmid = side.MiddleTexture;
|
|
if((side.LongLowTexture != MapSet.EmptyLongName) && (settings.newtexlow == null))
|
|
settings.newtexlow = side.LowTexture;
|
|
}
|
|
|
|
// This applies defaults to a sidedef
|
|
private static void ApplyDefaultsToSidedef(Sidedef sd, SidedefSettings defaults)
|
|
{
|
|
if(sd.HighRequired() && sd.LongHighTexture == MapSet.EmptyLongName) sd.SetTextureHigh(defaults.newtexhigh); //mxd
|
|
if(sd.MiddleRequired() && sd.LongMiddleTexture == MapSet.EmptyLongName) sd.SetTextureMid(defaults.newtexmid); //mxd
|
|
if(sd.LowRequired() && sd.LongLowTexture == MapSet.EmptyLongName) sd.SetTextureLow(defaults.newtexlow); //mxd
|
|
}
|
|
|
|
//mxd. This applies overrides to a sidedef
|
|
private static void ApplyOverridesToSidedef(Sidedef sd)
|
|
{
|
|
if(General.Map.Options.OverrideTopTexture) sd.SetTextureHigh(General.Map.Options.DefaultTopTexture);
|
|
if(sd.MiddleRequired() && General.Map.Options.OverrideMiddleTexture) sd.SetTextureMid(General.Map.Options.DefaultWallTexture);
|
|
if(General.Map.Options.OverrideBottomTexture) sd.SetTextureLow(General.Map.Options.DefaultBottomTexture);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sector Labels
|
|
|
|
// This finds the ideal label positions for a sector
|
|
public static List<LabelPositionInfo> FindLabelPositions(Sector s)
|
|
{
|
|
List<LabelPositionInfo> positions = new List<LabelPositionInfo>(2);
|
|
int islandoffset = 0;
|
|
|
|
// Do we have a triangulation?
|
|
Triangulation triangles = s.Triangles;
|
|
if(triangles != null)
|
|
{
|
|
// Go for all islands
|
|
for(int i = 0; i < triangles.IslandVertices.Count; i++)
|
|
{
|
|
Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[i] >> 1);
|
|
List<Vector2D> candidatepositions = new List<Vector2D>(triangles.IslandVertices[i] >> 1);
|
|
float founddistance = float.MinValue;
|
|
Vector2D foundposition = new Vector2D();
|
|
float minx = float.MaxValue;
|
|
float miny = float.MaxValue;
|
|
float maxx = float.MinValue;
|
|
float maxy = float.MinValue;
|
|
|
|
// Make candidate lines that are not along sidedefs
|
|
// We do this before testing the candidate against the sidedefs so that
|
|
// we can collect the relevant sidedefs first in the same run
|
|
for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
|
|
{
|
|
int triangleoffset = islandoffset + t;
|
|
Vector2D v1 = triangles.Vertices[triangleoffset + 2];
|
|
Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
|
|
for(int v = 0; v < 3; v++)
|
|
{
|
|
Vector2D v2 = triangles.Vertices[triangleoffset + v];
|
|
|
|
// Not along a sidedef? Then this line is across the sector
|
|
// and guaranteed to be inside the sector!
|
|
if(sd == null)
|
|
{
|
|
// Make the line
|
|
candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
|
|
}
|
|
else
|
|
{
|
|
// This sidedefs is part of this island and must be checked
|
|
// so add it to the dictionary
|
|
sides[sd] = sd.Line;
|
|
}
|
|
|
|
// Make bbox of this island
|
|
minx = Math.Min(minx, v1.x);
|
|
miny = Math.Min(miny, v1.y);
|
|
maxx = Math.Max(maxx, v1.x);
|
|
maxy = Math.Max(maxy, v1.y);
|
|
|
|
// Next
|
|
sd = triangles.Sidedefs[triangleoffset + v];
|
|
v1 = v2;
|
|
}
|
|
}
|
|
|
|
// Any candidate lines found at all?
|
|
if(candidatepositions.Count > 0)
|
|
{
|
|
// Start with the first line
|
|
foreach(Vector2D candidatepos in candidatepositions)
|
|
{
|
|
// Check distance against other lines
|
|
float smallestdist = int.MaxValue;
|
|
foreach(KeyValuePair<Sidedef, Linedef> sd in sides)
|
|
{
|
|
// Check the distance
|
|
float distance = sd.Value.DistanceToSq(candidatepos, true);
|
|
smallestdist = Math.Min(smallestdist, distance);
|
|
}
|
|
|
|
// Keep this candidate if it is better than previous
|
|
if(smallestdist > founddistance)
|
|
{
|
|
foundposition = candidatepos;
|
|
founddistance = smallestdist;
|
|
}
|
|
}
|
|
|
|
// No cceptable line found, just use the first!
|
|
positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
|
|
}
|
|
else
|
|
{
|
|
// No candidate lines found.
|
|
|
|
// Check to see if the island is a triangle
|
|
if(triangles.IslandVertices[i] == 3)
|
|
{
|
|
// Use the center of the triangle
|
|
// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
|
|
Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
|
|
float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
|
|
d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
|
|
positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d)));
|
|
}
|
|
else
|
|
{
|
|
// Use the center of this island.
|
|
float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
|
|
positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
|
|
}
|
|
}
|
|
|
|
// Done with this island
|
|
islandoffset += triangles.IslandVertices[i];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No triangulation was made. FAIL!
|
|
General.Fail("No triangulation exists for sector " + s + " Triangulation is required to create label positions for a sector.");
|
|
}
|
|
|
|
// Done
|
|
return positions;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Drawing
|
|
|
|
//mxd
|
|
public static bool DrawLines(IList<DrawnVertex> points)
|
|
{
|
|
return DrawLines(points, false, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This draws lines with the given points. Note that this tool removes any existing geometry
|
|
/// marks and marks the new lines and vertices when done. Also marks the sectors that were added.
|
|
/// Returns false when the drawing failed.
|
|
/// </summary>
|
|
public static bool DrawLines(IList<DrawnVertex> points, bool useOverrides, bool autoAlignTextureOffsets)
|
|
{
|
|
List<Vertex> newverts = new List<Vertex>();
|
|
List<Vertex> intersectverts = new List<Vertex>();
|
|
List<Linedef> newlines = new List<Linedef>();
|
|
List<Linedef> oldlines = new List<Linedef>(General.Map.Map.Linedefs);
|
|
List<Sidedef> insidesides = new List<Sidedef>();
|
|
List<Vertex> mergeverts = new List<Vertex>();
|
|
List<Vertex> nonmergeverts = new List<Vertex>(General.Map.Map.Vertices);
|
|
MapSet map = General.Map.Map;
|
|
|
|
General.Map.Map.ClearAllMarks(false);
|
|
|
|
// Any points to do?
|
|
if(points.Count > 0)
|
|
{
|
|
/***************************************************\
|
|
Create the drawing
|
|
\***************************************************/
|
|
|
|
// Make first vertex
|
|
Vertex v1 = map.CreateVertex(points[0].pos);
|
|
if(v1 == null) return false;
|
|
v1.Marked = true;
|
|
|
|
// Keep references
|
|
newverts.Add(v1);
|
|
if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
|
|
|
|
// Go for all other points
|
|
for(int i = 1; i < points.Count; i++)
|
|
{
|
|
// Create vertex for point
|
|
Vertex v2 = map.CreateVertex(points[i].pos);
|
|
if(v2 == null) return false;
|
|
v2.Marked = true;
|
|
|
|
// Keep references
|
|
newverts.Add(v2);
|
|
if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2);
|
|
|
|
// Create line between point and previous
|
|
Linedef ld = map.CreateLinedef(v1, v2);
|
|
if(ld == null) return false;
|
|
ld.Marked = true;
|
|
ld.ApplySidedFlags();
|
|
ld.UpdateCache();
|
|
newlines.Add(ld);
|
|
|
|
// Should we split this line to merge with intersecting lines?
|
|
if(points[i - 1].stitchline && points[i].stitchline)
|
|
{
|
|
// Check if any other lines intersect this line
|
|
List<float> intersections = new List<float>();
|
|
Line2D measureline = ld.Line;
|
|
Dictionary<Linedef, bool> processed = new Dictionary<Linedef, bool>(); //mxd
|
|
|
|
//mxd
|
|
foreach(Sector s in map.Sectors)
|
|
{
|
|
//line intersects with sector's bounding box?
|
|
if((MapSet.GetCSFieldBits(measureline.v1, s.BBox) & MapSet.GetCSFieldBits(measureline.v2, s.BBox)) == 0)
|
|
{
|
|
foreach(Sidedef side in s.Sidedefs)
|
|
{
|
|
if(processed.ContainsKey(side.Line)) continue;
|
|
if(side.Line == ld) continue;
|
|
|
|
float u;
|
|
if(side.Line.Line.GetIntersection(measureline, out u))
|
|
{
|
|
if(float.IsNaN(u) || (u <= 0.0f) || (u >= 1.0f)) continue;
|
|
intersections.Add(u);
|
|
}
|
|
|
|
processed.Add(side.Line, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort the intersections
|
|
intersections.Sort();
|
|
|
|
// Go for all found intersections
|
|
Linedef splitline = ld;
|
|
foreach(float u in intersections)
|
|
{
|
|
// Calculate exact coordinates where to split
|
|
// We use measureline for this, because the original line
|
|
// may already have changed in length due to a previous split
|
|
Vector2D splitpoint = measureline.GetCoordinatesAt(u);
|
|
|
|
// Make the vertex
|
|
Vertex splitvertex = map.CreateVertex(splitpoint);
|
|
if(splitvertex == null) return false;
|
|
splitvertex.Marked = true;
|
|
newverts.Add(splitvertex);
|
|
mergeverts.Add(splitvertex); // <-- add to merge?
|
|
intersectverts.Add(splitvertex);
|
|
|
|
// The Split method ties the end of the original line to the given
|
|
// vertex and starts a new line at the given vertex, so continue
|
|
// splitting with the new line, because the intersections are sorted
|
|
// from low to high (beginning at the original line start)
|
|
splitline = splitline.Split(splitvertex);
|
|
if(splitline == null) return false;
|
|
splitline.ApplySidedFlags();
|
|
newlines.Add(splitline);
|
|
}
|
|
}
|
|
|
|
// Next
|
|
v1 = v2;
|
|
}
|
|
|
|
// Join merge vertices so that overlapping vertices in the draw become one.
|
|
map.BeginAddRemove();
|
|
MapSet.JoinVertices(mergeverts, MapSet.STITCH_DISTANCE); //mxd
|
|
map.EndAddRemove();
|
|
|
|
/***************************************************\
|
|
Find a way to close the drawing
|
|
\***************************************************/
|
|
|
|
// We prefer a closed polygon, because then we can determine the interior properly
|
|
// Check if the two ends of the polygon are closed
|
|
bool splittingonly = false;
|
|
bool drawingclosed = false; //mxd
|
|
if(newlines.Count > 0)
|
|
{
|
|
Linedef firstline = newlines[0];
|
|
Linedef lastline = newlines[newlines.Count - 1];
|
|
drawingclosed = (firstline.Start == lastline.End);
|
|
if(!drawingclosed)
|
|
{
|
|
// When not closed, we will try to find a path to close it.
|
|
// But first we check if any of our new lines are inside existing sectors, because
|
|
// if they are then we are splitting sectors and cannot accurately find a closed path
|
|
// to close our polygon. In that case, we want to do sector splits only.
|
|
foreach(Linedef ld in newlines)
|
|
{
|
|
Vector2D ldcp = ld.GetCenterPoint();
|
|
Linedef nld = MapSet.NearestLinedef(oldlines, ldcp);
|
|
if(nld != null)
|
|
{
|
|
float ldside = nld.SideOfLine(ldcp);
|
|
if(ldside < 0.0f)
|
|
{
|
|
if(nld.Front != null)
|
|
{
|
|
splittingonly = true;
|
|
break;
|
|
}
|
|
}
|
|
else if(ldside > 0.0f)
|
|
{
|
|
if(nld.Back != null)
|
|
{
|
|
splittingonly = true;
|
|
break;
|
|
}
|
|
}
|
|
/*else
|
|
{
|
|
// We can't tell, so lets ignore this for now.
|
|
}*/
|
|
}
|
|
}
|
|
|
|
// Not splitting only?
|
|
if(!splittingonly)
|
|
{
|
|
// First and last vertex stitch with geometry?
|
|
if(points[0].stitch && points[points.Count - 1].stitch)
|
|
{
|
|
List<LinedefSide> startpoints = new List<LinedefSide>();
|
|
List<LinedefSide> endpoints = new List<LinedefSide>();
|
|
|
|
// Find out where the start will stitch and create test points
|
|
Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
|
|
Vertex vv1 = null;
|
|
if(l1 != null)
|
|
{
|
|
startpoints.Add(new LinedefSide(l1, true));
|
|
startpoints.Add(new LinedefSide(l1, false));
|
|
}
|
|
else
|
|
{
|
|
// Not stitched with a linedef, so check if it will stitch with a vertex
|
|
vv1 = MapSet.NearestVertexSquareRange(nonmergeverts, firstline.Start.Position, MapSet.STITCH_DISTANCE);
|
|
if((vv1 != null) && (vv1.Linedefs.Count > 0))
|
|
{
|
|
// Now we take the two linedefs with adjacent angles to the drawn line
|
|
List<Linedef> lines = new List<Linedef>(vv1.Linedefs);
|
|
lines.Sort(new LinedefAngleSorter(firstline, true, firstline.Start));
|
|
startpoints.Add(new LinedefSide(lines[0], true));
|
|
startpoints.Add(new LinedefSide(lines[0], false));
|
|
lines.Sort(new LinedefAngleSorter(firstline, false, firstline.Start));
|
|
startpoints.Add(new LinedefSide(lines[0], true));
|
|
startpoints.Add(new LinedefSide(lines[0], false));
|
|
}
|
|
}
|
|
|
|
// Find out where the end will stitch and create test points
|
|
Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
|
|
Vertex vv2 = null;
|
|
if(l2 != null)
|
|
{
|
|
endpoints.Add(new LinedefSide(l2, true));
|
|
endpoints.Add(new LinedefSide(l2, false));
|
|
}
|
|
else
|
|
{
|
|
// Not stitched with a linedef, so check if it will stitch with a vertex
|
|
vv2 = MapSet.NearestVertexSquareRange(nonmergeverts, lastline.End.Position, MapSet.STITCH_DISTANCE);
|
|
if((vv2 != null) && (vv2.Linedefs.Count > 0))
|
|
{
|
|
// Now we take the two linedefs with adjacent angles to the drawn line
|
|
List<Linedef> lines = new List<Linedef>(vv2.Linedefs);
|
|
lines.Sort(new LinedefAngleSorter(firstline, true, lastline.End));
|
|
endpoints.Add(new LinedefSide(lines[0], true));
|
|
endpoints.Add(new LinedefSide(lines[0], false));
|
|
lines.Sort(new LinedefAngleSorter(firstline, false, lastline.End));
|
|
endpoints.Add(new LinedefSide(lines[0], true));
|
|
endpoints.Add(new LinedefSide(lines[0], false));
|
|
}
|
|
}
|
|
|
|
// Found any start and end points?
|
|
if((startpoints.Count > 0) && (endpoints.Count > 0))
|
|
{
|
|
List<LinedefSide> shortestpath = null;
|
|
|
|
// Both stitched to the same line?
|
|
if((l1 == l2) && (l1 != null))
|
|
{
|
|
// Then just connect the two
|
|
shortestpath = new List<LinedefSide>();
|
|
shortestpath.Add(new LinedefSide(l1, true));
|
|
}
|
|
// One stitched to a line and the other to a vertex of that line?
|
|
else if((l1 != null) && (vv2 != null) && ((l1.Start == vv2) || (l1.End == vv2)))
|
|
{
|
|
// Then just connect the two
|
|
shortestpath = new List<LinedefSide>();
|
|
shortestpath.Add(new LinedefSide(l1, true));
|
|
}
|
|
// The other stitched to a line and the first to a vertex of that line?
|
|
else if((l2 != null) && (vv1 != null) && ((l2.Start == vv1) || (l2.End == vv1)))
|
|
{
|
|
// Then just connect the two
|
|
shortestpath = new List<LinedefSide>();
|
|
shortestpath.Add(new LinedefSide(l2, true));
|
|
}
|
|
else
|
|
{
|
|
// Find the shortest, closest path between start and end points
|
|
foreach(LinedefSide startp in startpoints)
|
|
{
|
|
foreach(LinedefSide endp in endpoints)
|
|
{
|
|
List<LinedefSide> p = Tools.FindClosestPath(startp.Line, startp.Front, endp.Line, endp.Front, true);
|
|
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
|
|
p = Tools.FindClosestPath(endp.Line, endp.Front, startp.Line, startp.Front, true);
|
|
if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Found a path?
|
|
if(shortestpath != null)
|
|
{
|
|
// Check which direction the path goes in
|
|
bool pathforward = false;
|
|
foreach(LinedefSide startp in startpoints)
|
|
{
|
|
if(shortestpath[0].Line == startp.Line)
|
|
{
|
|
pathforward = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// TEST
|
|
/*
|
|
General.Map.Renderer2D.StartOverlay(true);
|
|
foreach(LinedefSide lsd in shortestpath)
|
|
{
|
|
General.Map.Renderer2D.RenderLine(lsd.Line.Start.Position, lsd.Line.End.Position, 2, new PixelColor(255, 0, 255, 0), true);
|
|
}
|
|
General.Map.Renderer2D.Finish();
|
|
General.Map.Renderer2D.Present();
|
|
Thread.Sleep(1000);
|
|
*/
|
|
|
|
// Begin at first vertex in path
|
|
v1 = (pathforward ? firstline.Start : lastline.End);
|
|
|
|
// Go for all vertices in the path to make additional lines
|
|
for(int i = 1; i < shortestpath.Count; i++)
|
|
{
|
|
// Get the next position
|
|
Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position;
|
|
|
|
// Make the new vertex
|
|
Vertex v2 = map.CreateVertex(v2pos);
|
|
if(v2 == null) return false;
|
|
v2.Marked = true;
|
|
mergeverts.Add(v2);
|
|
|
|
// Make the line
|
|
Linedef ld = map.CreateLinedef(v1, v2);
|
|
if(ld == null) return false;
|
|
ld.Marked = true;
|
|
ld.ApplySidedFlags();
|
|
ld.UpdateCache();
|
|
newlines.Add(ld);
|
|
|
|
// Next
|
|
v1 = v2;
|
|
}
|
|
|
|
// Make the final line
|
|
Linedef lld;
|
|
if(pathforward)
|
|
lld = map.CreateLinedef(v1, lastline.End);
|
|
else
|
|
lld = map.CreateLinedef(v1, firstline.Start);
|
|
|
|
if(lld == null) return false;
|
|
|
|
// Setup line
|
|
lld.Marked = true;
|
|
lld.ApplySidedFlags();
|
|
lld.UpdateCache();
|
|
newlines.Add(lld);
|
|
|
|
// Drawing is now closed
|
|
drawingclosed = true;
|
|
|
|
// Join merge vertices so that overlapping vertices in the draw become one.
|
|
MapSet.JoinVertices(mergeverts, MapSet.STITCH_DISTANCE); //mxd
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Merge intersetion vertices with the new lines. This completes the
|
|
// self intersections for which splits were made above.
|
|
map.Update(true, false);
|
|
map.BeginAddRemove();
|
|
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
|
|
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
|
|
map.EndAddRemove();
|
|
|
|
/***************************************************\
|
|
Determine drawing interior
|
|
\***************************************************/
|
|
|
|
// In step 3 we will make sectors on the interior sides and join sectors on the
|
|
// exterior sides, but because the user could have drawn counterclockwise or just
|
|
// some weird polygon. The following code figures out the interior side of all
|
|
// new lines.
|
|
map.Update(true, false);
|
|
foreach(Linedef ld in newlines)
|
|
{
|
|
// Find closest path starting with the front of this linedef
|
|
List<LinedefSide> pathlines = Tools.FindClosestPath(ld, true, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
|
|
EarClipPolygon pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the front of the line is outside the polygon
|
|
if((pathpoly.CalculateArea() > 0.001f) && !pathpoly.Intersect(ld.GetSidePoint(true)))
|
|
{
|
|
// Now trace from the back side of the line to see if
|
|
// the back side lies in the interior. I don't want to
|
|
// flip the line if it is not helping.
|
|
|
|
// Find closest path starting with the back of this linedef
|
|
pathlines = Tools.FindClosestPath(ld, false, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
tracepath = new LinedefTracePath(pathlines);
|
|
pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the front of the line is inside the polygon
|
|
ld.FrontInterior = (pathpoly.CalculateArea() < 0.001f) || pathpoly.Intersect(ld.GetSidePoint(true));
|
|
}
|
|
else
|
|
{
|
|
ld.FrontInterior = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ld.FrontInterior = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ld.FrontInterior = true;
|
|
}
|
|
}
|
|
|
|
/***************************************************\
|
|
Merge the new geometry
|
|
\***************************************************/
|
|
|
|
// Mark only the vertices that should be merged
|
|
map.ClearMarkedVertices(false);
|
|
foreach(Vertex v in mergeverts) v.Marked = true;
|
|
|
|
// Before this point, the new geometry is not linked with the existing geometry.
|
|
// Now perform standard geometry stitching to merge the new geometry with the rest
|
|
// of the map. The marked vertices indicate the new geometry.
|
|
map.StitchGeometry();
|
|
map.Update(true, false);
|
|
|
|
// Find our new lines again, because they have been merged with the other geometry
|
|
// but their Marked property is copied where they have joined.
|
|
newlines = map.GetMarkedLinedefs(true);
|
|
|
|
// Remove any disposed old lines
|
|
List<Linedef> prevoldlines = oldlines;
|
|
oldlines = new List<Linedef>(prevoldlines.Count);
|
|
foreach(Linedef ld in prevoldlines)
|
|
if(!ld.IsDisposed) oldlines.Add(ld);
|
|
|
|
/***************************************************\
|
|
Join and create new sectors
|
|
\***************************************************/
|
|
|
|
// The code below atempts to create sectors on the interior sides of the drawn
|
|
// geometry and joins sectors on the other sides of the drawn geometry.
|
|
// This code does not change any geometry, it only makes/updates sidedefs.
|
|
bool sidescreated = false;
|
|
bool[] frontsdone = new bool[newlines.Count];
|
|
bool[] backsdone = new bool[newlines.Count];
|
|
for(int i = 0; i < newlines.Count; i++)
|
|
{
|
|
Linedef ld = newlines[i];
|
|
|
|
// Interior not done yet?
|
|
if((ld.FrontInterior && !frontsdone[i]) || (!ld.FrontInterior && !backsdone[i]))
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, ld.FrontInterior);
|
|
if(sectorlines != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// When none of the linedef sides exist yet, this is a true new
|
|
// sector that will be created out of the void!
|
|
bool istruenewsector = true;
|
|
foreach(LinedefSide ls in sectorlines)
|
|
{
|
|
if((ls.Front && (ls.Line.Front != null)) ||
|
|
(!ls.Front && (ls.Line.Back != null)))
|
|
{
|
|
istruenewsector = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// But we don't want to create sectors out of the void when we
|
|
// decided that we only want to split sectors.
|
|
if(!istruenewsector || !splittingonly)
|
|
{
|
|
// Make the new sector
|
|
//mxd. Apply sector overrides only if a closed drawing is created
|
|
Sector newsector = Tools.MakeSector(sectorlines, oldlines, (useOverrides && drawingclosed && newlines.Count > 2));
|
|
if(newsector == null) return false;
|
|
|
|
if(istruenewsector) newsector.Marked = true;
|
|
|
|
// Go for all sidedefs in this new sector
|
|
foreach(Sidedef sd in newsector.Sidedefs)
|
|
{
|
|
// Keep list of sides inside created sectors
|
|
insidesides.Add(sd);
|
|
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Mark this side as done
|
|
if(sd.IsFront)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Exterior not done yet?
|
|
if((ld.FrontInterior && !backsdone[i]) || (!ld.FrontInterior && !frontsdone[i]))
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, !ld.FrontInterior);
|
|
if(sectorlines != null)
|
|
{
|
|
// Check if any of the surrounding lines originally have sidedefs we can join
|
|
Sidedef joinsidedef = null;
|
|
foreach(LinedefSide ls in sectorlines)
|
|
{
|
|
if(ls.Front && (ls.Line.Front != null))
|
|
{
|
|
joinsidedef = ls.Line.Front;
|
|
break;
|
|
}
|
|
if(!ls.Front && (ls.Line.Back != null))
|
|
{
|
|
joinsidedef = ls.Line.Back;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Join?
|
|
if(joinsidedef != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// We only want to modify our new lines when joining a sector
|
|
// (or it may break nearby self-referencing sectors)
|
|
List<LinedefSide> newsectorlines = new List<LinedefSide>(sectorlines.Count);
|
|
foreach(LinedefSide sd in sectorlines)
|
|
{
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Add to list
|
|
newsectorlines.Add(sd);
|
|
|
|
// Mark this side as done
|
|
if(sd.Front)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
|
|
// Have our new lines join the existing sector
|
|
if(Tools.JoinSector(newsectorlines, joinsidedef) == null)
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/***************************************************\
|
|
Corrections and clean up
|
|
\***************************************************/
|
|
|
|
// Make corrections for backward linedefs
|
|
MapSet.FlipBackwardLinedefs(newlines);
|
|
|
|
// Check if any of our new lines have sides
|
|
if(sidescreated)
|
|
{
|
|
// Then remove the lines which have no sides at all
|
|
for(int i = newlines.Count - 1; i >= 0; i--)
|
|
{
|
|
// Remove the line if it has no sides
|
|
if((newlines[i].Front != null) || (newlines[i].Back != null)) continue;
|
|
newlines[i].Dispose();
|
|
}
|
|
|
|
//mxd. Apply texture overrides
|
|
if(useOverrides && !General.Settings.AutoClearSidedefTextures)
|
|
{
|
|
//if new sectors are created, apply overrides to the sides of these sectors, otherwise, apply overrides to all new lines
|
|
if(insidesides.Count > 0)
|
|
{
|
|
foreach(Sidedef side in insidesides) ApplyOverridesToSidedef(side);
|
|
}
|
|
else
|
|
{
|
|
foreach(Linedef l in newlines)
|
|
{
|
|
if(l.IsDisposed) continue;
|
|
if(!newverts.Contains(l.Start) || !newverts.Contains(l.End)) continue;
|
|
ApplyOverridesToSidedef(l.Front);
|
|
if(l.Back != null) ApplyOverridesToSidedef(l.Back);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Auto-align new lines
|
|
if(autoAlignTextureOffsets && newlines.Count > 1 && !splittingonly)
|
|
{
|
|
List<List<Linedef>> strips = new List<List<Linedef>>();
|
|
strips.Add(new List<Linedef> { newlines[0] });
|
|
|
|
for(int i = 1; i < newlines.Count; i++)
|
|
{
|
|
//skip double-sided line if it doesn't have lower or upper parts or they are not part of newly created sectors
|
|
if(newlines[i].Back != null
|
|
&& (((!newlines[i].Front.LowRequired() && !newlines[i].Front.HighRequired()) || !insidesides.Contains(newlines[i].Front))
|
|
&& ((!newlines[i].Back.LowRequired() && !newlines[i].Back.HighRequired()) || !insidesides.Contains(newlines[i].Back))))
|
|
continue;
|
|
|
|
bool added = false;
|
|
foreach(List<Linedef> strip in strips)
|
|
{
|
|
if(newlines[i].Start == strip[0].Start || newlines[i].End == strip[0].Start)
|
|
{
|
|
strip.Insert(0, newlines[i]);
|
|
added = true;
|
|
break;
|
|
}
|
|
|
|
if(newlines[i].Start == strip[strip.Count - 1].End || newlines[i].End == strip[strip.Count - 1].End)
|
|
{
|
|
strip.Add(newlines[i]);
|
|
added = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!added) strips.Add(new List<Linedef> { newlines[i] });
|
|
}
|
|
|
|
foreach(List<Linedef> strip in strips)
|
|
{
|
|
if(strip.Count < 2) continue;
|
|
AutoAlignLinedefStrip(strip);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mark new geometry only
|
|
General.Map.Map.ClearMarkedLinedefs(false);
|
|
General.Map.Map.ClearMarkedVertices(false);
|
|
foreach(Vertex v in newverts) v.Marked = true;
|
|
foreach(Linedef l in newlines) l.Marked = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
private static void AutoAlignLinedefStrip(List<Linedef> strip)
|
|
{
|
|
if(strip.Count < 2) return;
|
|
|
|
float totalLength = 0f;
|
|
foreach(Linedef l in strip) totalLength += l.Length;
|
|
|
|
if(General.Map.UDMF)
|
|
AutoAlignTexturesOnSidesUdmf(strip, totalLength, (strip[0].End != strip[1].Start));
|
|
else
|
|
AutoAlignTexturesOnSides(strip, totalLength, (strip[0].End != strip[1].Start));
|
|
}
|
|
|
|
//mxd
|
|
private static void AutoAlignTexturesOnSides(List<Linedef> lines, float totalLength, bool reversed)
|
|
{
|
|
float curLength = 0f;
|
|
|
|
foreach(Linedef l in lines)
|
|
{
|
|
if(l.Front != null)
|
|
{
|
|
ImageData texture = null;
|
|
|
|
if(l.Front.MiddleRequired() && l.Front.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongMiddleTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Front.LongMiddleTexture);
|
|
else if(l.Front.HighRequired() && l.Front.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongHighTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Front.LongHighTexture);
|
|
else if(l.Front.LowRequired() && l.Front.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongLowTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Front.LongLowTexture);
|
|
|
|
if(texture != null)
|
|
l.Front.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
}
|
|
|
|
if(l.Back != null)
|
|
{
|
|
ImageData texture = null;
|
|
|
|
if(l.Back.MiddleRequired() && l.Back.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongMiddleTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Back.LongMiddleTexture);
|
|
else if(l.Back.HighRequired() && l.Back.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongHighTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Back.LongHighTexture);
|
|
else if(l.Back.LowRequired() && l.Back.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongLowTexture))
|
|
texture = General.Map.Data.GetTextureImage(l.Back.LongLowTexture);
|
|
|
|
if(texture != null)
|
|
l.Back.OffsetX = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
}
|
|
|
|
curLength += l.Length;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private static void AutoAlignTexturesOnSidesUdmf(List<Linedef> lines, float totalLength, bool reversed)
|
|
{
|
|
float curLength = 0f;
|
|
|
|
foreach(Linedef l in lines)
|
|
{
|
|
if(l.Front != null)
|
|
{
|
|
if(l.Front.MiddleRequired() && l.Front.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongMiddleTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongMiddleTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_mid", offset);
|
|
}
|
|
|
|
if(l.Front.HighRequired() && l.Front.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongHighTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongHighTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_top", offset);
|
|
}
|
|
|
|
if(l.Front.LowRequired() && l.Front.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Front.LongLowTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Front.LongLowTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Front.Fields, "offsetx_bottom", offset);
|
|
}
|
|
}
|
|
|
|
if(l.Back != null)
|
|
{
|
|
if(l.Back.MiddleRequired() && l.Back.LongMiddleTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongMiddleTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongMiddleTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_mid", offset);
|
|
}
|
|
|
|
if(l.Back.HighRequired() && l.Back.LongHighTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongHighTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongHighTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_top", offset);
|
|
}
|
|
|
|
if(l.Back.LowRequired() && l.Back.LongLowTexture != MapSet.EmptyLongName && General.Map.Data.GetTextureExists(l.Back.LongLowTexture))
|
|
{
|
|
ImageData texture = General.Map.Data.GetTextureImage(l.Back.LongLowTexture);
|
|
float offset = (int)Math.Round((reversed ? totalLength - curLength - l.Length : curLength)) % texture.Width;
|
|
|
|
if(offset > 0) UniFields.SetFloat(l.Back.Fields, "offsetx_bottom", offset);
|
|
}
|
|
}
|
|
|
|
curLength += l.Length;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Flat Floodfill
|
|
|
|
// This performs flat floodfill over sector floors or ceilings that match with the same flat
|
|
// NOTE: This method uses the sectors marking to indicate which sides have been filled
|
|
// When resetsectormarks is set to true, all sectors will first be marked false (not aligned).
|
|
// Setting resetsectormarks to false is usefull to fill only within a specific selection
|
|
// (set the marked property to true for the sectors outside the selection)
|
|
public static void FloodfillFlats(Sector start, bool fillceilings, long originalflat, string fillflat, bool resetsectormarks)
|
|
{
|
|
Stack<Sector> todo = new Stack<Sector>(50);
|
|
|
|
// Mark all sectors false (they will be marked true when the flat is modified)
|
|
if(resetsectormarks) General.Map.Map.ClearMarkedSectors(false);
|
|
|
|
// Begin with first sector
|
|
if(((start.LongFloorTexture == originalflat) && !fillceilings) ||
|
|
((start.LongCeilTexture == originalflat) && fillceilings))
|
|
{
|
|
todo.Push(start);
|
|
}
|
|
|
|
// Continue until nothing more to align
|
|
while(todo.Count > 0)
|
|
{
|
|
// Get the sector to do
|
|
Sector s = todo.Pop();
|
|
|
|
// Apply new flat
|
|
if(fillceilings) s.SetCeilTexture(fillflat);
|
|
else s.SetFloorTexture(fillflat);
|
|
s.Marked = true;
|
|
|
|
// Go for all sidedefs to add neighbouring sectors
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Sector on the other side of the line that we haven't checked yet?
|
|
if((sd.Other != null) && !sd.Other.Sector.Marked)
|
|
{
|
|
Sector os = sd.Other.Sector;
|
|
|
|
// Check if texture matches
|
|
if(((os.LongFloorTexture == originalflat) && !fillceilings) ||
|
|
((os.LongCeilTexture == originalflat) && fillceilings))
|
|
{
|
|
todo.Push(os);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Floodfill
|
|
|
|
// This performs texture floodfill along all walls that match with the same texture
|
|
// NOTE: This method uses the sidedefs marking to indicate which sides have been filled
|
|
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
|
// Setting resetsidemarks to false is usefull to fill only within a specific selection
|
|
// (set the marked property to true for the sidedefs outside the selection)
|
|
public static void FloodfillTextures(Sidedef start, long originaltexture, string filltexture, bool resetsidemarks)
|
|
{
|
|
Stack<SidedefFillJob> todo = new Stack<SidedefFillJob>(50);
|
|
|
|
// Mark all sidedefs false (they will be marked true when the texture is aligned)
|
|
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
|
|
|
// Begin with first sidedef
|
|
if(SidedefTextureMatch(start, originaltexture))
|
|
{
|
|
SidedefFillJob first = new SidedefFillJob();
|
|
first.sidedef = start;
|
|
first.forward = true;
|
|
todo.Push(first);
|
|
}
|
|
|
|
// Continue until nothing more to align
|
|
while(todo.Count > 0)
|
|
{
|
|
// Get the align job to do
|
|
SidedefFillJob j = todo.Pop();
|
|
|
|
// Apply texturing
|
|
if(j.sidedef.HighRequired() && j.sidedef.LongHighTexture == originaltexture) j.sidedef.SetTextureHigh(filltexture);
|
|
if((j.sidedef.LongMiddleTexture != MapSet.EmptyLongName || j.sidedef.MiddleRequired()) &&
|
|
(j.sidedef.LongMiddleTexture == originaltexture)) j.sidedef.SetTextureMid(filltexture);
|
|
if(j.sidedef.LowRequired() && j.sidedef.LongLowTexture == originaltexture) j.sidedef.SetTextureLow(filltexture);
|
|
|
|
j.sidedef.Marked = true;
|
|
|
|
if(j.forward)
|
|
{
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForFloodfill(todo, v, true, originaltexture);
|
|
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForFloodfill(todo, v, false, originaltexture);
|
|
}
|
|
else
|
|
{
|
|
// Add sidedefs backward (connected to the left vertex)
|
|
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
|
AddSidedefsForFloodfill(todo, v, false, originaltexture);
|
|
|
|
// Add sidedefs forward (connected to the right vertex)
|
|
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
|
AddSidedefsForFloodfill(todo, v, true, originaltexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
|
|
private static void AddSidedefsForFloodfill(Stack<SidedefFillJob> stack, Vertex v, bool forward, long texturelongname)
|
|
{
|
|
foreach(Linedef ld in v.Linedefs)
|
|
{
|
|
Sidedef side1 = forward ? ld.Front : ld.Back;
|
|
Sidedef side2 = forward ? ld.Back : ld.Front;
|
|
if((ld.Start == v) && (side1 != null) && !side1.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side1, texturelongname))
|
|
{
|
|
SidedefFillJob nj = new SidedefFillJob();
|
|
nj.forward = forward;
|
|
nj.sidedef = side1;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
else if((ld.End == v) && (side2 != null) && !side2.Marked)
|
|
{
|
|
if(SidedefTextureMatch(side2, texturelongname))
|
|
{
|
|
SidedefFillJob nj = new SidedefFillJob();
|
|
nj.forward = forward;
|
|
nj.sidedef = side2;
|
|
stack.Push(nj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Alignment
|
|
|
|
// This checks if any of the sidedef texture match the given texture
|
|
public static bool SidedefTextureMatch(Sidedef sd, long texturelongname)
|
|
{
|
|
return ((sd.LongHighTexture == texturelongname) && sd.HighRequired()) ||
|
|
((sd.LongLowTexture == texturelongname) && sd.LowRequired()) ||
|
|
((sd.LongMiddleTexture == texturelongname) && (sd.MiddleRequired() || sd.LongMiddleTexture != MapSet.EmptyLongName)) ;
|
|
}
|
|
|
|
//mxd. This converts offsetY from/to "normalized" offset for given wall part
|
|
public static float GetSidedefOffsetY(Sidedef side, VisualGeometryType part, float offset, float scaleY, bool fromNormalized)
|
|
{
|
|
switch(part)
|
|
{
|
|
case VisualGeometryType.WALL_UPPER:
|
|
return GetSidedefTopOffsetY(side, offset, scaleY, fromNormalized);
|
|
|
|
case VisualGeometryType.WALL_MIDDLE:
|
|
case VisualGeometryType.WALL_MIDDLE_3D:
|
|
return GetSidedefMiddleOffsetY(side, offset, scaleY, fromNormalized);
|
|
|
|
case VisualGeometryType.WALL_LOWER:
|
|
return GetSidedefBottomOffsetY(side, offset, scaleY, fromNormalized);
|
|
|
|
default:
|
|
throw new NotSupportedException("Tools.GetSidedefOffsetY: '" + part + "' geometry type is not supported!");
|
|
}
|
|
}
|
|
|
|
//mxd. This converts offsetY from/to "normalized" offset for given upper wall
|
|
public static float GetSidedefTopOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized)
|
|
{
|
|
if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
|
|
return offset;
|
|
|
|
//if we don't have UpperUnpegged flag, normalize offset
|
|
float surfaceHeight = side.GetHighHeight() * scaleY;
|
|
return (float)Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
|
|
}
|
|
|
|
//mxd. This converts offsetY from/to "normalized" offset for given middle wall
|
|
public static float GetSidedefMiddleOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized)
|
|
{
|
|
if(side.Sector == null) return offset;
|
|
|
|
// Normalize offset
|
|
float surfaceHeight;
|
|
if(side.Other != null && side.Other.Sector != null)
|
|
{
|
|
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
|
{
|
|
// Double-sided with LowerUnpeggedFlag set
|
|
surfaceHeight = (side.Sector.CeilHeight - Math.Max(side.Sector.FloorHeight, side.Other.Sector.FloorHeight)) * scaleY;
|
|
}
|
|
else
|
|
{
|
|
// Double-sided without LowerUnpeggedFlag
|
|
surfaceHeight = Math.Abs(side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
|
{
|
|
// Single-sided with LowerUnpeggedFlag set
|
|
// Absolute value is used because ceiling height of vavoom-type 3d floors
|
|
// is lower than floor height
|
|
surfaceHeight = (Math.Abs(side.Sector.CeilHeight - side.Sector.FloorHeight)) * scaleY;
|
|
}
|
|
else
|
|
{
|
|
// Single-sided without LowerUnpeggedFlag
|
|
return offset;
|
|
}
|
|
}
|
|
|
|
return (float)Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
|
|
}
|
|
|
|
//mxd. This converts offsetY from/to "normalized" offset for given lower wall
|
|
public static float GetSidedefBottomOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized)
|
|
{
|
|
float surfaceHeight;
|
|
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
|
{
|
|
if(side.Other == null || side.Other.Sector == null || side.Sector.CeilTexture != General.Map.Config.SkyFlatName ||
|
|
side.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
|
|
return offset;
|
|
|
|
//normalize offset the way Doom does it when front and back sector's ceiling is sky
|
|
surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
|
|
}
|
|
else
|
|
{
|
|
//normalize offset
|
|
surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.FloorHeight) * scaleY;
|
|
}
|
|
|
|
return (float)Math.Round((fromNormalized ? offset + surfaceHeight : offset - surfaceHeight), General.Map.FormatInterface.VertexDecimals);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tags and Actions
|
|
|
|
/// <summary>
|
|
/// This removes all tags on the marked geometry.
|
|
/// </summary>
|
|
public static void RemoveMarkedTags()
|
|
{
|
|
General.Map.Map.ForAllTags<object>(RemoveTagHandler, true, null);
|
|
}
|
|
|
|
// This removes tags
|
|
private static void RemoveTagHandler(MapElement element, bool actionargument, UniversalType type, ref int value, object obj)
|
|
{
|
|
value = 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This renumbers all tags on the marked geometry.
|
|
/// </summary>
|
|
public static void RenumberMarkedTags()
|
|
{
|
|
Dictionary<int, int> tagsmap = new Dictionary<int, int>();
|
|
|
|
// Collect the tag numbers used in the marked geometry
|
|
General.Map.Map.ForAllTags(CollectTagNumbersHandler, true, tagsmap);
|
|
|
|
// Get new tags that are unique within unmarked geometry
|
|
List<int> newtags = General.Map.Map.GetMultipleNewTags(tagsmap.Count, false);
|
|
|
|
// Map the old tags with the new tags
|
|
int index = 0;
|
|
List<int> oldkeys = new List<int>(tagsmap.Keys);
|
|
foreach(int ot in oldkeys) tagsmap[ot] = newtags[index++];
|
|
|
|
// Now renumber the old tags with the new ones
|
|
General.Map.Map.ForAllTags(RenumberTagsHandler, true, tagsmap);
|
|
}
|
|
|
|
// This collects tags in a dictionary
|
|
private static void CollectTagNumbersHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, int> tagsmap)
|
|
{
|
|
if(value != 0)
|
|
tagsmap[value] = value;
|
|
}
|
|
|
|
// This remaps tags from a dictionary
|
|
private static void RenumberTagsHandler(MapElement element, bool actionargument, UniversalType type, ref int value, Dictionary<int, int> tagsmap)
|
|
{
|
|
if(value != 0)
|
|
value = tagsmap[value];
|
|
}
|
|
|
|
/// <summary>
|
|
/// This removes all actions on the marked geometry.
|
|
/// </summary>
|
|
public static void RemoveMarkedActions()
|
|
{
|
|
// Remove actions from things
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
if(t.Marked)
|
|
{
|
|
t.Action = 0;
|
|
for(int i = 0; i < Thing.NUM_ARGS; i++) t.Args[i] = 0;
|
|
}
|
|
}
|
|
|
|
// Remove actions from linedefs
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
if(l.Marked)
|
|
{
|
|
l.Action = 0;
|
|
for(int i = 0; i < Linedef.NUM_ARGS; i++) l.Args[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Things (mxd)
|
|
|
|
public static bool TryAlignThingToLine(Thing t, Linedef l)
|
|
{
|
|
if(l.Back == null)
|
|
{
|
|
if(CanAlignThingTo(t, l.Front.Sector))
|
|
{
|
|
AlignThingToLine(t, l, true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if(l.Front == null )
|
|
{
|
|
if(CanAlignThingTo(t, l.Back.Sector))
|
|
{
|
|
AlignThingToLine(t, l, false);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
float side = l.SideOfLine(t.Position);
|
|
|
|
//already on line
|
|
if(side == 0)
|
|
{
|
|
t.Rotate(General.ClampAngle(180 + l.AngleDeg));
|
|
return true;
|
|
}
|
|
|
|
//thing is on front side of the line
|
|
if(side < 0)
|
|
{
|
|
//got any walls to align to?
|
|
if(CanAlignThingTo(t, l.Front.Sector, l.Back.Sector))
|
|
{
|
|
AlignThingToLine(t, l, true);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//thing is on back side of the line
|
|
//got any walls to align to?
|
|
if(CanAlignThingTo(t, l.Back.Sector, l.Front.Sector))
|
|
{
|
|
AlignThingToLine(t, l, false);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Checks if there's a wall at appropriate height to align thing to
|
|
private static bool CanAlignThingTo(Thing t, Sector front, Sector back)
|
|
{
|
|
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
|
|
int absz = GetThingAbsoluteZ(t, ti);
|
|
int height = ti.Height == 0 ? 1 : (int)ti.Height;
|
|
Rectangle thing = new Rectangle(0, ti.Hangs ? absz - height : absz, 1, height);
|
|
|
|
if(front.FloorHeight < back.FloorHeight)
|
|
{
|
|
Rectangle lower = new Rectangle(0, front.FloorHeight, 1, back.FloorHeight - front.FloorHeight);
|
|
if(thing.IntersectsWith(lower)) return true;
|
|
}
|
|
|
|
if(front.CeilHeight > back.CeilHeight)
|
|
{
|
|
Rectangle upper = new Rectangle(0, back.CeilHeight, 1, front.CeilHeight - back.CeilHeight);
|
|
if(thing.IntersectsWith(upper)) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Checks if there's a wall at appropriate height to align thing to
|
|
private static bool CanAlignThingTo(Thing t, Sector sector)
|
|
{
|
|
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
|
|
int absz = GetThingAbsoluteZ(t, ti);
|
|
Rectangle thing = new Rectangle(0, absz, 1, ti.Height == 0 ? 1 : (int)ti.Height);
|
|
|
|
Rectangle middle = new Rectangle(0, sector.FloorHeight, 1, sector.CeilHeight - sector.FloorHeight);
|
|
return thing.IntersectsWith(middle);
|
|
}
|
|
|
|
private static void AlignThingToLine(Thing t, Linedef l, bool front)
|
|
{
|
|
//get aligned position
|
|
Vector2D pos = l.NearestOnLine(t.Position);
|
|
Sector initialSector = t.Sector;
|
|
|
|
//add a small offset so we don't end up moving thing into void
|
|
if(front)
|
|
t.Move(new Vector2D(pos.x - (float)Math.Cos(l.Angle), pos.y - (float)Math.Sin(l.Angle)));
|
|
else
|
|
t.Move(new Vector2D(pos.x + (float)Math.Cos(l.Angle), pos.y + (float)Math.Sin(l.Angle)));
|
|
|
|
//apply new settings
|
|
t.SnapToAccuracy();
|
|
t.DetermineSector();
|
|
t.Rotate(General.ClampAngle(front ? 180 + l.AngleDeg : l.AngleDeg));
|
|
|
|
//keep thing height constant
|
|
if(initialSector != t.Sector && General.Map.FormatInterface.HasThingHeight)
|
|
{
|
|
ThingTypeInfo ti = General.Map.Data.GetThingInfo(t.Type);
|
|
if(ti.AbsoluteZ) return;
|
|
|
|
if(ti.Hangs && initialSector.CeilHeight != t.Sector.CeilHeight)
|
|
{
|
|
t.Move(t.Position.x, t.Position.y, t.Position.z - (initialSector.CeilHeight - t.Sector.CeilHeight));
|
|
return;
|
|
}
|
|
|
|
if(initialSector.FloorHeight != t.Sector.FloorHeight)
|
|
t.Move(t.Position.x, t.Position.y, t.Position.z + (initialSector.FloorHeight - t.Sector.FloorHeight));
|
|
}
|
|
}
|
|
|
|
public static int GetThingAbsoluteZ(Thing t, ThingTypeInfo ti)
|
|
{
|
|
// Determine z info
|
|
if(ti.AbsoluteZ) return (int)t.Position.z;
|
|
|
|
if(t.Sector != null)
|
|
{
|
|
// Hangs from ceiling?
|
|
if(ti.Hangs) return (int)(t.Sector.CeilHeight - t.Position.z - ti.Height);
|
|
|
|
return (int)(t.Sector.FloorHeight + t.Position.z);
|
|
}
|
|
return (int)t.Position.z;
|
|
}
|
|
|
|
public static List<Line3D> GetDynamicLightShapes()
|
|
{
|
|
List<Line3D> circles = new List<Line3D>();
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
int lightid = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, t.Type);
|
|
if(lightid == -1) continue;
|
|
|
|
// TODO: this basically duplicates VisualThing.UpdateLight()...
|
|
// Determine light radiii
|
|
int primaryradius;
|
|
int secondaryradius = 0;
|
|
|
|
if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light
|
|
{
|
|
int n;
|
|
if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0]) n = 0;
|
|
else if(lightid < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1]) n = 10;
|
|
else n = 20;
|
|
DynamicLightType lightType = (DynamicLightType)(t.Type - 9800 - n);
|
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
|
{
|
|
if(t.Sector == null) t.DetermineSector();
|
|
int scaler = (t.Sector != null ? t.Sector.Brightness / 4 : 2);
|
|
primaryradius = (int)Math.Round((t.Args[3] * scaler) * General.Settings.GZDynamicLightRadius);
|
|
}
|
|
else
|
|
{
|
|
primaryradius = (int)Math.Round((t.Args[3] * 2) * General.Settings.GZDynamicLightRadius); //works... that.. way in GZDoom
|
|
if(lightType > 0)
|
|
secondaryradius = (int)Math.Round((t.Args[4] * 2) * General.Settings.GZDynamicLightRadius);
|
|
}
|
|
}
|
|
else //it's one of vavoom lights
|
|
{
|
|
primaryradius = (int)Math.Round((t.Args[0] * 8) * General.Settings.GZDynamicLightRadius);
|
|
}
|
|
|
|
// Check radii...
|
|
if(primaryradius < 1 && secondaryradius < 1) continue;
|
|
|
|
// Determine light color
|
|
PixelColor color;
|
|
switch(t.Type)
|
|
{
|
|
case 1502: // Vavoom light
|
|
color = new PixelColor(255, 255, 255, 255);
|
|
break;
|
|
|
|
case 1503: // Vavoom colored light
|
|
color = new PixelColor(255, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
|
|
break;
|
|
|
|
default:
|
|
color = new PixelColor(255, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
|
|
break;
|
|
}
|
|
|
|
// Add lines if visible
|
|
const int numsides = 24;
|
|
if(primaryradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, primaryradius, numsides));
|
|
if(secondaryradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, secondaryradius, numsides));
|
|
}
|
|
|
|
// Done
|
|
return circles;
|
|
}
|
|
|
|
private static IEnumerable<Line3D> MakeCircleLines(Vector2D pos, PixelColor color, float radius, int numsides)
|
|
{
|
|
List<Line3D> result = new List<Line3D>(numsides);
|
|
Vector2D start = new Vector2D(pos.x, pos.y + radius);
|
|
float anglestep = Angle2D.PI2 / numsides;
|
|
|
|
for(int i = 1; i < numsides + 1; i++)
|
|
{
|
|
Vector2D end = pos + new Vector2D((float)Math.Sin(anglestep * i) * radius, (float)Math.Cos(anglestep * i) * radius);
|
|
result.Add(new Line3D(start, end, color, false));
|
|
start = end;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Linedefs (mxd)
|
|
|
|
/// <summary>Flips sector linedefs so they all face either inward or outward.</summary>
|
|
public static void FlipSectorLinedefs(ICollection<Sector> sectors, bool selectedlinesonly)
|
|
{
|
|
Dictionary<Linedef, bool> processed = new Dictionary<Linedef, bool>();
|
|
|
|
foreach(Sector s in sectors)
|
|
{
|
|
List<Linedef> frontlines = new List<Linedef>();
|
|
List<Linedef> backlines = new List<Linedef>();
|
|
int unselectedfrontlines = 0;
|
|
int unselectedbacklines = 0;
|
|
|
|
//sort lines
|
|
foreach(Sidedef side in s.Sidedefs)
|
|
{
|
|
if(processed.ContainsKey(side.Line)) continue;
|
|
if(selectedlinesonly && !side.Line.Selected)
|
|
{
|
|
if(side == side.Line.Front) unselectedfrontlines++;
|
|
else unselectedbacklines++;
|
|
continue;
|
|
}
|
|
|
|
if(side == side.Line.Front)
|
|
frontlines.Add(side.Line);
|
|
else
|
|
backlines.Add(side.Line);
|
|
|
|
processed.Add(side.Line, false);
|
|
}
|
|
|
|
//flip lines
|
|
if(frontlines.Count == 0 || (frontlines.Count + unselectedfrontlines > backlines.Count + unselectedbacklines && backlines.Count > 0))
|
|
{
|
|
foreach(Linedef l in backlines)
|
|
{
|
|
l.FlipVertices();
|
|
l.FlipSidedefs();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(Linedef l in frontlines)
|
|
{
|
|
l.FlipVertices();
|
|
l.FlipSidedefs();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sidedefs (mxd)
|
|
|
|
/// <summary>Updates the 'lightfog' UDMF flag to display sidedef brightness on fogged walls. Returns 1 if flag was added, -1 if it was removed, 0 if flag wasn't changed</summary>
|
|
public static int UpdateLightFogFlag(Sidedef side)
|
|
{
|
|
//Side requires the flag?
|
|
if(side.Sector == null) return 0;
|
|
if(!side.Fields.ContainsKey("light"))
|
|
{
|
|
//Unset the flag
|
|
if(side.IsFlagSet("lightfog"))
|
|
{
|
|
side.SetFlag("lightfog", false);
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//Update the flag
|
|
if(General.Map.Data.MapInfo.HasFadeColor ||
|
|
(General.Map.Data.MapInfo.HasOutsideFogColor && side.Sector.CeilTexture == General.Map.Config.SkyFlatName) ||
|
|
side.Sector.Fields.ContainsKey("fadecolor"))
|
|
{
|
|
//Set the flag
|
|
if(!side.IsFlagSet("lightfog"))
|
|
{
|
|
side.SetFlag("lightfog", true);
|
|
return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Unset the flag
|
|
if(side.IsFlagSet("lightfog"))
|
|
{
|
|
side.SetFlag("lightfog", false);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Misc Exported Functions
|
|
|
|
/// <summary>
|
|
/// This performs a Hermite spline interpolation and returns the result position.
|
|
/// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2).
|
|
/// </summary>
|
|
public static Vector2D HermiteSpline(Vector2D p1, Vector2D t1, Vector2D p2, Vector2D t2, float u)
|
|
{
|
|
return D3DDevice.V2D(Vector2.Hermite(D3DDevice.V2(p1), D3DDevice.V2(t1), D3DDevice.V2(p2), D3DDevice.V2(t2), u));
|
|
}
|
|
|
|
/// <summary>
|
|
/// This performs a Hermite spline interpolation and returns the result position.
|
|
/// Where u (0 - 1) is the wanted position on the curve between p1 (using tangent t1) and p2 (using tangent t2).
|
|
/// </summary>
|
|
public static Vector3D HermiteSpline(Vector3D p1, Vector3D t1, Vector3D p2, Vector3D t2, float u)
|
|
{
|
|
return D3DDevice.V3D(Vector3.Hermite(D3DDevice.V3(p1), D3DDevice.V3(t1), D3DDevice.V3(p2), D3DDevice.V3(t2), u));
|
|
}
|
|
|
|
//mxd
|
|
public static int GetDropDownWidth(ComboBox cb)
|
|
{
|
|
int maxwidth = 0;
|
|
foreach(var obj in cb.Items)
|
|
{
|
|
int temp = TextRenderer.MeasureText(obj.ToString(), cb.Font).Width;
|
|
if(temp > maxwidth) maxwidth = temp;
|
|
}
|
|
return maxwidth > 0 ? maxwidth + 6 : 1;
|
|
}
|
|
|
|
//mxd
|
|
public static Color GetSectorFadeColor(Sector s)
|
|
{
|
|
if(s.Fields.ContainsKey("fadecolor")) return PixelColor.FromInt(s.Fields.GetValue("fadecolor", 0)).ToColor();
|
|
if(General.Map.Data.MapInfo.HasOutsideFogColor && s.CeilTexture == General.Map.Config.SkyFlatName)
|
|
{
|
|
return General.Map.Data.MapInfo.OutsideFogColor.ToColor();
|
|
}
|
|
|
|
return (General.Map.Data.MapInfo.HasFadeColor ? General.Map.Data.MapInfo.FadeColor.ToColor() : Color.Black);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|