UltimateZoneBuilder/Source/Plugins/NodesViewer/NodesViewerMode.cs

900 lines
27 KiB
C#
Raw Normal View History

2013-03-18 13:52:27 +00:00
#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.Plugins.NodesViewer
{
[EditMode(DisplayName = "Nodes Viewer",
SwitchAction = "nodesviewermode",
ButtonImage = "NodesView.png",
ButtonOrder = 350,
ButtonGroup = "002_tools",
Volatile = true,
UseByDefault = true,
AllowCopyPaste = false)]
public class NodesViewerMode : ClassicMode
{
#region ================== Constants
private const float EPSILON = 0.00001f;
#endregion
#region ================== Variables
private Seg[] segs;
private Node[] nodes;
private Vector2D[] verts;
private Subsector[] ssectors;
private List<PixelColor> distinctcolors;
private NodesForm form;
private int mouseinssector = -1;
#endregion
#region ================== Properties
public Seg[] Segs { get { return segs; } }
public Node[] Nodes { get { return nodes; } }
public Vector2D[] Vertices { get { return verts; } }
public Subsector[] Subsectors { get { return ssectors; } }
public NodesForm Form { get { return form; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public NodesViewerMode()
{
// Make a list of distict colors we can use to
// display multiple things on the screen
// Note that black and white are not in this list, because
// these are the most likely colors for the user's background
distinctcolors = new List<PixelColor>();
distinctcolors.Add(PixelColor.FromColor(Color.Blue));
distinctcolors.Add(PixelColor.FromColor(Color.Orange));
distinctcolors.Add(PixelColor.FromColor(Color.ForestGreen));
distinctcolors.Add(PixelColor.FromColor(Color.Sienna));
distinctcolors.Add(PixelColor.FromColor(Color.LightPink));
distinctcolors.Add(PixelColor.FromColor(Color.Purple));
distinctcolors.Add(PixelColor.FromColor(Color.Cyan));
distinctcolors.Add(PixelColor.FromColor(Color.LawnGreen));
distinctcolors.Add(PixelColor.FromColor(Color.PaleGoldenrod));
distinctcolors.Add(PixelColor.FromColor(Color.Red));
distinctcolors.Add(PixelColor.FromColor(Color.Yellow));
distinctcolors.Add(PixelColor.FromColor(Color.LightSkyBlue));
distinctcolors.Add(PixelColor.FromColor(Color.DarkGray));
distinctcolors.Add(PixelColor.FromColor(Color.Magenta));
}
// Disposer
public override void Dispose()
{
base.Dispose();
}
#endregion
#region ================== Methods
/// <summary>
/// This (re)builds the nodes for the whole map.
/// </summary>
public void BuildNodes()
{
// There is no API available to do this directly, but we export the map which will
// cause the DB core to build the nodes (with testing parameters)
General.Interface.DisplayStatus(StatusType.Busy, "Building map nodes...");
string tempfile = BuilderPlug.MakeTempFilename(".wad");
General.Map.IsChanged = true;
General.Map.ExportToFile(tempfile);
File.Delete(tempfile);
}
/// <summary>
/// This loads all nodes structures data from the lumps
/// </summary>
private void LoadStructures()
{
// Load the nodes structure
MemoryStream nodesstream = General.Map.GetLumpData("NODES");
BinaryReader nodesreader = new BinaryReader(nodesstream);
int numnodes = (int)nodesstream.Length / 28;
nodes = new Node[numnodes];
for(int i = 0; i < nodes.Length; i++)
{
nodes[i].linestart.x = nodesreader.ReadInt16();
nodes[i].linestart.y = nodesreader.ReadInt16();
nodes[i].linedelta.x = nodesreader.ReadInt16();
nodes[i].linedelta.y = nodesreader.ReadInt16();
float top = nodesreader.ReadInt16();
float bot = nodesreader.ReadInt16();
float left = nodesreader.ReadInt16();
float right = nodesreader.ReadInt16();
nodes[i].rightbox = new RectangleF(left, top, (right - left), (bot - top));
top = nodesreader.ReadInt16();
bot = nodesreader.ReadInt16();
left = nodesreader.ReadInt16();
right = nodesreader.ReadInt16();
nodes[i].leftbox = new RectangleF(left, top, (right - left), (bot - top));
int rightindex = nodesreader.ReadInt16();
int leftindex = nodesreader.ReadInt16();
nodes[i].rightchild = rightindex & 0x7FFF;
nodes[i].leftchild = leftindex & 0x7FFF;
nodes[i].rightsubsector = (rightindex & 0x8000) != 0;
nodes[i].leftsubsector = (leftindex & 0x8000) != 0;
}
nodesreader.Close();
nodesstream.Close();
nodesstream.Dispose();
// Add additional properties to nodes
nodes[nodes.Length - 1].parent = -1;
RecursiveSetupNodes(nodes.Length - 1);
// Load the segs structure
MemoryStream segsstream = General.Map.GetLumpData("SEGS");
BinaryReader segsreader = new BinaryReader(segsstream);
int numsegs = (int)segsstream.Length / 12;
segs = new Seg[numsegs];
for(int i = 0; i < segs.Length; i++)
{
segs[i].startvertex = segsreader.ReadInt16();
segs[i].endvertex = segsreader.ReadInt16();
segs[i].angle = Angle2D.DoomToReal(segsreader.ReadInt16());
segs[i].lineindex = segsreader.ReadInt16();
segs[i].leftside = segsreader.ReadInt16() != 0;
segs[i].offset = segsreader.ReadInt16();
}
segsreader.Close();
segsstream.Close();
segsstream.Dispose();
// Load the vertexes structure
MemoryStream vertsstream = General.Map.GetLumpData("VERTEXES");
BinaryReader vertsreader = new BinaryReader(vertsstream);
int numverts = (int)vertsstream.Length / 4;
verts = new Vector2D[numverts];
for(int i = 0; i < verts.Length; i++)
{
verts[i].x = vertsreader.ReadInt16();
verts[i].y = vertsreader.ReadInt16();
}
vertsreader.Close();
vertsstream.Close();
vertsstream.Dispose();
// Load the subsectors structure
MemoryStream ssecstream = General.Map.GetLumpData("SSECTORS");
BinaryReader ssecreader = new BinaryReader(ssecstream);
int numssec = (int)ssecstream.Length / 4;
ssectors = new Subsector[numssec];
for(int i = 0; i < ssectors.Length; i++)
{
ssectors[i].numsegs = ssecreader.ReadInt16();
ssectors[i].firstseg = ssecreader.ReadInt16();
}
ssecreader.Close();
ssecstream.Close();
ssecstream.Dispose();
// Link all segs to their subsectors
for(int i = 0; i < ssectors.Length; i++)
{
int lastseg = ssectors[i].firstseg + ssectors[i].numsegs - 1;
for(int sg = ssectors[i].firstseg; sg <= lastseg; sg++)
{
segs[sg].ssector = i;
}
}
}
/// <summary>
/// This recursively sets up the nodes structure with additional properties
/// </summary>
private void RecursiveSetupNodes(int nodeindex)
{
Node n = nodes[nodeindex];
if(!n.leftsubsector)
{
nodes[n.leftchild].parent = nodeindex;
RecursiveSetupNodes(n.leftchild);
}
if(!n.rightsubsector)
{
nodes[n.rightchild].parent = nodeindex;
RecursiveSetupNodes(n.rightchild);
}
}
/// <summary>
/// This builds the polygons for all subsectors
/// </summary>
private void RecursiveBuildSubsectorPoly(int nodeindex, Stack<Split> splits)
{
// Do the left side
Split s = new Split(nodes[nodeindex].linestart, -nodes[nodeindex].linedelta);
splits.Push(s);
if(nodes[nodeindex].leftsubsector)
BuildSubsectorPoly(nodes[nodeindex].leftchild, splits);
else
RecursiveBuildSubsectorPoly(nodes[nodeindex].leftchild, splits);
splits.Pop();
// Do the right side
s = new Split(nodes[nodeindex].linestart, nodes[nodeindex].linedelta);
splits.Push(s);
if(nodes[nodeindex].rightsubsector)
BuildSubsectorPoly(nodes[nodeindex].rightchild, splits);
else
RecursiveBuildSubsectorPoly(nodes[nodeindex].rightchild, splits);
splits.Pop();
}
/// <summary>
/// Build the polygon for a specific subsector
/// </summary>
private void BuildSubsectorPoly(int ss, IEnumerable<Split> nodesplits)
{
// Begin with a giant square polygon that covers the entire map
List<Vector2D> poly = new List<Vector2D>(16);
poly.Add(new Vector2D(-(float)General.Map.FormatInterface.MaxCoordinate, (float)General.Map.FormatInterface.MaxCoordinate));
poly.Add(new Vector2D((float)General.Map.FormatInterface.MaxCoordinate, (float)General.Map.FormatInterface.MaxCoordinate));
poly.Add(new Vector2D((float)General.Map.FormatInterface.MaxCoordinate, -(float)General.Map.FormatInterface.MaxCoordinate));
poly.Add(new Vector2D(-(float)General.Map.FormatInterface.MaxCoordinate, -(float)General.Map.FormatInterface.MaxCoordinate));
// Crop the polygon by the node tree splits
foreach(Split s in nodesplits) CropPolygon(poly, s);
// Crop the polygon by the subsector segs
for(int i = 0; i < ssectors[ss].numsegs; i++)
{
Split s;
Seg sg = segs[ssectors[ss].firstseg + i];
s.pos = verts[sg.startvertex];
s.delta = verts[sg.endvertex] - verts[sg.startvertex];
CropPolygon(poly, s);
}
if(poly.Count > 1)
{
// Remove any zero-length lines
Vector2D prevpoint = poly[0];
for(int i = poly.Count - 1; i >= 0; i--)
{
if(Vector2D.DistanceSq(poly[i], prevpoint) < 0.001f)
poly.RemoveAt(i);
else
prevpoint = poly[i];
}
}
ssectors[ss].points = poly.ToArray();
// Setup vertices for rendering
if(poly.Count >= 3)
{
FlatVertex[] fverts = new FlatVertex[(poly.Count - 2) * 3];
int intcolor = PixelColor.FromColor(Color.Gray).WithAlpha(100).ToInt();
int pi = 0;
for(int t = 0; t < (poly.Count - 2); t++)
{
fverts[pi].x = poly[0].x;
fverts[pi].y = poly[0].y;
fverts[pi].c = intcolor;
fverts[pi + 1].x = poly[t + 1].x;
fverts[pi + 1].y = poly[t + 1].y;
fverts[pi + 1].c = intcolor;
fverts[pi + 2].x = poly[t + 2].x;
fverts[pi + 2].y = poly[t + 2].y;
fverts[pi + 2].c = intcolor;
pi += 3;
}
ssectors[ss].vertices = fverts;
}
}
/// <summary>
/// Crop a polygon by a split line
/// </summary>
private void CropPolygon(List<Vector2D> poly, Split split)
{
if(poly.Count == 0) return;
Vector2D prev = poly[poly.Count - 1];
float side1 = (prev.y - split.pos.y) * split.delta.x - (prev.x - split.pos.x) * split.delta.y;
List<Vector2D> newp = new List<Vector2D>(poly.Count);
for(int i = 0; i < poly.Count; i++)
{
// Fetch vertex and determine side
Vector2D cur = poly[i];
float side2 = (cur.y - split.pos.y) * split.delta.x - (cur.x - split.pos.x) * split.delta.y;
// Front?
if(side2 < -EPSILON)
{
if(side1 > EPSILON)
{
// Split line with plane and insert the vertex
float u;
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
Vector2D newv = prev + (cur - prev) * u;
newp.Add(newv);
}
newp.Add(cur);
}
// Back?
else if(side2 > EPSILON)
{
if(side1 < -EPSILON)
{
// Split line with plane and insert the vertex
float u;
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
Vector2D newv = prev + (cur - prev) * u;
newp.Add(newv);
}
}
else
{
// On the plane
newp.Add(cur);
}
// Next
prev = cur;
side1 = side2;
}
poly.Clear();
poly.AddRange(newp);
// The code below would be more efficient, because it modifies the polygon in place...
// but it has a bug, some polygons are corrupted.
/*
bool prevremoved = false;
float prevside = (prev.y - split.pos.y) * split.delta.x - (prev.x - split.pos.x) * split.delta.y;
int i = 0;
while(i < poly.Count)
{
Vector2D cur = poly[i];
float curside = (cur.y - split.pos.y) * split.delta.x - (cur.x - split.pos.x) * split.delta.y;
// Point is in FRONT of the split?
if(curside < -EPSILON)
{
if(prevside > EPSILON)
{
// Previous point was BEHIND the split
// Line crosses the split, we need to add the intersection point
float u;
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
Vector2D newv = prev + (cur - prev) * u;
poly.Insert(i, newv);
i++;
}
else if(prevside < -EPSILON)
{
// Previous point was also in FRONT of the split
// We don't need to do anything
}
else
{
// Previous point was ON the split
// If the previous point was removed, we have to add it again
if(prevremoved)
{
poly.Insert(i, prev);
i++;
}
}
i++;
prevremoved = false;
}
// Point is BEHIND the split?
else if(curside > EPSILON)
{
if(prevside < -EPSILON)
{
// Previous point was in FRONT of the split
// Line crosses the split, so we must add the intersection point
float u;
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
Vector2D newv = prev + (cur - prev) * u;
poly.Insert(i, newv);
i++;
}
else if(prevside > EPSILON)
{
// Previous point was also BEHIND the split
// We don't need to do anything, this point will be removed
}
else
{
// Previous point was ON the split
// We don't need to do anything, this point will be removed
}
poly.RemoveAt(i);
prevremoved = true;
}
// Point is ON the split?
else
{
if(prevside > EPSILON)
{
// Previous point was BEHIND the split
// Remove this point
poly.RemoveAt(i);
prevremoved = true;
}
else if(prevside < -EPSILON)
{
// Previous point was in FRONT of the split
// We want to keep this point
prevremoved = false;
i++;
}
else
{
// Previous point is ON the split
// Only if the previous point was also removed, we remove this one as well
if(prevremoved)
poly.RemoveAt(i);
else
i++;
}
}
prev = cur;
prevside = curside;
}
*/
}
/// <summary>
/// This tests if the given coordinate is inside the specified subsector.
/// </summary>
private bool PointInSubsector(int index, Vector2D p)
{
// Subsectors are convex, so we can simply test if the point is on the front side of all lines.
Vector2D[] points = ssectors[index].points;
Vector2D prevpoint = points[points.Length - 1];
for(int i = 0; i < points.Length; i++)
{
float side = Line2D.GetSideOfLine(prevpoint, points[i], p);
if(side > 0f) return false;
prevpoint = points[i];
}
return true;
}
// For rendering
private void DrawSubsectorArea(FlatVertex[] vertices, PixelColor color)
{
if(vertices == null) return;
if(vertices.Length < 3) return;
// Copy array and change color
FlatVertex[] poly = new FlatVertex[vertices.Length];
vertices.CopyTo(poly, 0);
int intcolor = color.WithAlpha(100).ToInt();
for(int i = 0; i < poly.Length; i++) poly[i].c = intcolor;
// Draw
renderer.RenderGeometry(poly, General.Map.Data.WhiteTexture, true);
}
// For rendering
private void DrawSubsectorArea(FlatVertex[] vertices)
{
if(vertices == null) return;
if(vertices.Length < 3) return;
renderer.RenderGeometry(vertices, General.Map.Data.WhiteTexture, true);
}
// For rendering
private void PlotSubsectorLines(Vector2D[] points, PixelColor color)
{
if(points.Length < 2) return;
Vector2D prevpoint = points[points.Length - 1];
for(int i = 0; i < points.Length; i++)
{
renderer.PlotLine(prevpoint, points[i], color);
prevpoint = points[i];
}
}
// For rendering
private void DrawSplitArea(RectangleF bbox, int nodeindex, bool left, PixelColor color)
{
Node node = nodes[nodeindex];
// Begin with a square bounding box polygon
List<Vector2D> poly = new List<Vector2D>(16);
poly.Add(new Vector2D(bbox.Left, bbox.Top));
poly.Add(new Vector2D(bbox.Right, bbox.Top));
poly.Add(new Vector2D(bbox.Right, bbox.Bottom));
poly.Add(new Vector2D(bbox.Left, bbox.Bottom));
// Remove everything behind the split from the area
if(left)
CropPolygon(poly, new Split(node.linestart, -node.linedelta));
else
CropPolygon(poly, new Split(node.linestart, node.linedelta));
// Remove everything behind parent splits from the area
int prevnode = nodeindex;
int parentnode = node.parent;
while(parentnode > -1)
{
Node pn = nodes[parentnode];
if(!pn.leftsubsector && (pn.leftchild == prevnode))
CropPolygon(poly, new Split(pn.linestart, -pn.linedelta));
else if(!pn.rightsubsector && (pn.rightchild == prevnode))
CropPolygon(poly, new Split(pn.linestart, pn.linedelta));
prevnode = parentnode;
parentnode = pn.parent;
}
if(poly.Count >= 3)
{
// Create render vertices
FlatVertex[] fverts = new FlatVertex[(poly.Count - 2) * 3];
int intcolor = color.ToInt();
int pi = 0;
for(int t = 0; t < (poly.Count - 2); t++)
{
fverts[pi].x = poly[0].x;
fverts[pi].y = poly[0].y;
fverts[pi].c = intcolor;
fverts[pi + 1].x = poly[t + 1].x;
fverts[pi + 1].y = poly[t + 1].y;
fverts[pi + 1].c = intcolor;
fverts[pi + 2].x = poly[t + 2].x;
fverts[pi + 2].y = poly[t + 2].y;
fverts[pi + 2].c = intcolor;
pi += 3;
}
// Draw
renderer.RenderGeometry(fverts, General.Map.Data.WhiteTexture, true);
}
}
#endregion
#region ================== Events
// Mode starts
public override void OnEngage()
{
Cursor.Current = Cursors.WaitCursor;
base.OnEngage();
if(!General.Map.LumpExists("NODES") || !General.Map.LumpExists("SSECTORS") || !General.Map.LumpExists("SEGS") || !General.Map.LumpExists("VERTEXES"))
{
// We need to build the nodes!
BuildNodes();
}
if(!General.Map.LumpExists("NODES"))
{
MessageBox.Show("Unable to find the NODES lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
General.Editing.CancelMode();
return;
}
if(!General.Map.LumpExists("SSECTORS"))
{
MessageBox.Show("Unable to find the SSECTORS lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
General.Editing.CancelMode();
return;
}
if(!General.Map.LumpExists("SEGS"))
{
MessageBox.Show("Unable to find the SEGS lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
General.Editing.CancelMode();
return;
}
if(!General.Map.LumpExists("VERTEXES"))
{
MessageBox.Show("Unable to find the VERTEXES lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
General.Editing.CancelMode();
return;
}
General.Interface.DisplayStatus(StatusType.Busy, "Reading map nodes...");
LoadStructures();
// Setup presentation
CustomPresentation presentation = new CustomPresentation();
presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(presentation);
General.Interface.DisplayStatus(StatusType.Busy, "Building subsectors...");
RecursiveBuildSubsectorPoly(nodes.Length - 1, new Stack<Split>(nodes.Length / 2 + 1));
// Load and display dialog window
form = new NodesForm(this);
form.Show((Form)General.Interface);
Cursor.Current = Cursors.Default;
General.Interface.DisplayReady();
General.Interface.RedrawDisplay();
}
// Mode ends
public override void OnDisengage()
{
if(form != null)
{
form.Dispose();
form = null;
}
base.OnDisengage();
}
// Cancelled
public override void OnCancel()
{
// Cancel base class
base.OnCancel();
// Return to previous mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(form.SelectedTab == 0)
{
int newssector = -1;
// Traverse the tree to find the subsector we could be in
Node n = nodes[nodes.Length - 1];
do
{
float side = (mousemappos.y - n.linestart.y) * n.linedelta.x - (mousemappos.x - n.linestart.x) * n.linedelta.y;
if(side > 0f)
{
// Mouse is on the left side of this split
if(n.leftsubsector)
newssector = n.leftchild;
else
n = nodes[n.leftchild];
}
else
{
// Mouse is on the right side of this split
if(n.rightsubsector)
newssector = n.rightchild;
else
n = nodes[n.rightchild];
}
}
while(newssector == -1);
// The mouse could be outside the map (which can't be determined through the BSP tree).
// So here we check if the mouse is really inside the subsector.
if((newssector > -1) && !PointInSubsector(newssector, mousemappos)) newssector = -1;
// Update?
if(newssector != mouseinssector)
{
mouseinssector = newssector;
General.Interface.RedrawDisplay();
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
mouseinssector = -1;
General.Interface.RedrawDisplay();
}
// Mouse clicks to select a subsector
protected override void OnSelectBegin()
{
base.OnSelectBegin();
if(mouseinssector > -1)
{
form.ShowSubsector(mouseinssector);
}
}
// Draw the display
public override void OnRedrawDisplay()
{
base.OnRedrawDisplay();
if(form == null) return;
if(renderer.StartPlotter(true))
{
if(form.SelectedTab == 0)
{
if(mouseinssector > -1)
{
// Render all subsectors in original color
for(int si = 0; si < ssectors.Length; si++)
{
Subsector s = ssectors[si];
PlotSubsectorLines(s.points, PixelColor.FromColor(Color.Gray));
}
PlotSubsectorLines(ssectors[mouseinssector].points, General.Colors.Highlight);
}
else
{
// Render all subsectors with distinct colors
for(int si = 0; si < ssectors.Length; si++)
{
Subsector s = ssectors[si];
PixelColor color = distinctcolors[si % distinctcolors.Count];
PlotSubsectorLines(s.points, color);
}
}
// Draw additional vertices
if(form.ShowSegsVertices)
{
for(int i = General.Map.Map.Vertices.Count; i < verts.Length; i++)
renderer.PlotVertexAt(verts[i], ColorCollection.VERTICES);
}
}
if(form.SelectedTab == 1)
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
// Render selected node split
if((form.ViewSplitIndex >= 0) && (form.ViewSplitIndex < nodes.Length))
{
Node n = nodes[form.ViewSplitIndex];
// Draw parent splits
int parentsplit = n.parent;
while(parentsplit > -1)
{
Node pn = nodes[parentsplit];
renderer.PlotLine(pn.linestart, pn.linestart + pn.linedelta, General.Colors.Selection);
parentsplit = pn.parent;
}
// Draw this split
renderer.PlotLine(n.linestart, n.linestart + n.linedelta, General.Colors.Highlight);
}
}
if(form.SelectedTab == 2)
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
// Render selected subsector
if((form.ViewSubsectorIndex >= 0) && (form.ViewSubsectorIndex < ssectors.Length))
{
Subsector s = ssectors[form.ViewSubsectorIndex];
PlotSubsectorLines(s.points, General.Colors.Highlight);
}
// Draw selected segment
if(form.ViewSegIndex > -1)
{
Seg sg = segs[form.ViewSegIndex];
renderer.PlotLine(verts[sg.startvertex], verts[sg.endvertex], General.Colors.Selection);
}
}
renderer.Finish();
}
if(renderer.StartOverlay(true))
{
if(form.SelectedTab == 0)
{
if(mouseinssector > -1)
{
// Render all subsectors in original color
for(int si = 0; si < ssectors.Length; si++)
{
Subsector s = ssectors[si];
DrawSubsectorArea(s.vertices);
}
DrawSubsectorArea(ssectors[mouseinssector].vertices, General.Colors.Highlight);
}
else
{
// Render all subsectors with distinct colors
for(int si = 0; si < ssectors.Length; si++)
{
Subsector s = ssectors[si];
PixelColor color = distinctcolors[si % distinctcolors.Count];
DrawSubsectorArea(s.vertices, color);
}
}
}
if(form.SelectedTab == 1)
{
// Render selected node split
if((form.ViewSplitIndex >= 0) && (form.ViewSplitIndex < nodes.Length))
{
Node n = nodes[form.ViewSplitIndex];
// Draw areas. We draw these first, because they would otherwise erase any splits we want to show.
DrawSplitArea(n.leftbox, form.ViewSplitIndex, true, new PixelColor(100, 50, 80, 255));
DrawSplitArea(n.rightbox, form.ViewSplitIndex, false, new PixelColor(100, 20, 220, 20));
// Draw parent splits
int parentsplit = n.parent;
while(parentsplit > -1)
{
Node pn = nodes[parentsplit];
renderer.RenderLine(pn.linestart, pn.linestart + pn.linedelta, 1f, General.Colors.Selection, true);
parentsplit = pn.parent;
}
// Draw this split
renderer.RenderLine(n.linestart, n.linestart + n.linedelta, 1f, General.Colors.Highlight, true);
}
}
if(form.SelectedTab == 2)
{
// Render selected subsector
if((form.ViewSubsectorIndex >= 0) && (form.ViewSubsectorIndex < ssectors.Length))
{
Subsector s = ssectors[form.ViewSubsectorIndex];
// Draw area
DrawSubsectorArea(s.vertices, General.Colors.Highlight);
// Draw selected segment
if(form.ViewSegIndex > -1)
{
Seg sg = segs[form.ViewSegIndex];
renderer.RenderLine(verts[sg.startvertex], verts[sg.endvertex], 1f, General.Colors.Selection, true);
}
}
}
renderer.Finish();
}
renderer.Present();
}
#endregion
}
}