// This performs a fast test in object picking
        public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
        {
            //mxd. Don't highlight when thing sprite is not rendered and thing cages are disabled
            if (!General.Map.Renderer3D.DrawThingCages && info.DistanceCheckSq < int.MaxValue &&
                (Thing.Position - General.Map.VisualCamera.Position).GetLengthSq() > info.DistanceCheckSq)
            {
                return(false);
            }

            float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);

            return(distance2 <= cageradius2);
        }
Esempio n. 2
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        // This performs a fast test in object picking
        public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
        {
            float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);

            return(distance2 <= cageradius2);
        }
Esempio n. 3
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        //mxd. Moved here from Tools. This finds the ideal label position for a sector
        private static LabelPositionInfo FindLabelPosition(Sector s)
        {
            // Do we have a triangulation?
            Triangulation triangles = s.Triangles;

            if (triangles != null)
            {
                // Go for all islands
                foreach (int iv in triangles.IslandVertices)
                {
                    Dictionary <Sidedef, Linedef> sides = new Dictionary <Sidedef, Linedef>(iv >> 1);
                    List <Vector2D> candidatepositions  = new List <Vector2D>(iv >> 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 < iv; t += 3)
                    {
                        Vector2D v1 = triangles.Vertices[t + 2];
                        Sidedef  sd = triangles.Sidedefs[t + 2];
                        for (int v = 0; v < 3; v++)
                        {
                            Vector2D v2 = triangles.Vertices[t + 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[t + 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!
                        return(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
                    }

                    // No candidate lines found.
                    // Check to see if the island is a triangle
                    if (iv == 3)
                    {
                        // Use the center of the triangle
                        // TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
                        Vector2D v = (triangles.Vertices[0] + triangles.Vertices[1] + triangles.Vertices[2]) / 3.0f;
                        float    d = Line2D.GetDistanceToLineSq(triangles.Vertices[0], triangles.Vertices[1], v, false);
                        d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[1], triangles.Vertices[2], v, false));
                        d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[2], triangles.Vertices[0], v, false));
                        return(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);
                        return(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
                    }
                }
            }
            else
            {
                // No triangulation was made. FAIL!
                General.Fail("No triangulation exists for sector " + s + " Triangulation is required to create label positions for a sector.");
            }

            // Nothing found...
            return(new LabelPositionInfo());
        }
Esempio n. 4
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        // This performs a fast test in object picking
        public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
        {
            double distance2 = Line2D.GetDistanceToLineSq(from, to, vertex.Position, false);

            return(distance2 <= cageradius2);
        }
Esempio n. 5
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 public float GetDistanceToLineSq(LuaVector2D p, bool bounded)
 {
     return(l2d.GetDistanceToLineSq(p.vec, bounded));
 }
 public float GetDistanceToLineSq(Vector2 p, bool bounded)
 {
     return(Line2D.GetDistanceToLineSq(v1, v2, p, bounded));
 }