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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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nice automatic label positions for sectors
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parent
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commit
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6 changed files with 120 additions and 58 deletions
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@ -114,6 +114,7 @@
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<Compile Include="Actions\SpecialKeys.cs" />
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<Compile Include="Config\NodebuilderInfo.cs" />
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<Compile Include="Geometry\Angle2D.cs" />
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<Compile Include="Geometry\LabelPositionInfo.cs" />
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<Compile Include="Geometry\LinedefsTracePath.cs" />
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<Compile Include="Geometry\LinedefAngleSorter.cs" />
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<Compile Include="Geometry\Tools.cs" />
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@ -56,7 +56,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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private Sector highlighted;
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// Labels
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private ICollection<Vector2D> labelpos;
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private ICollection<LabelPositionInfo> labelpos;
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#endregion
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@ -146,8 +146,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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if(labelpos != null)
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{
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foreach(Vector2D v in labelpos)
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renderer.RenderRectangleFilled(new RectangleF(v.x - 5, v.y - 5, 10, 10), General.Colors.Indication, true);
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foreach(LabelPositionInfo lb in labelpos)
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renderer.RenderRectangleFilled(new RectangleF(lb.position.x - lb.radius / 2, lb.position.y - lb.radius / 2, lb.radius, lb.radius), General.Colors.Indication, true);
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}
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renderer.Finish();
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@ -191,8 +191,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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if(labelpos != null)
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{
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foreach(Vector2D v in labelpos)
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renderer.RenderRectangleFilled(new RectangleF(v.x - 5, v.y - 5, 10, 10), General.Colors.Indication, true);
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foreach(LabelPositionInfo lb in labelpos)
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renderer.RenderRectangleFilled(new RectangleF(lb.position.x - lb.radius / 2, lb.position.y - lb.radius / 2, lb.radius, lb.radius), General.Colors.Indication, true);
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}
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renderer.Finish();
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@ -293,6 +293,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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ICollection<Sector> selected;
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TriangleList triangles;
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PixelColor c;
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base.OnMouseUp(e);
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@ -309,12 +310,20 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all triangle vertices
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// Go for all triangle vertices to render the inside lines only
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for(int i = 0; i < t.Vertices.Count; i += 3)
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{
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renderer.PlotLine(t.Vertices[i + 0], t.Vertices[i + 1], General.Colors.Selection);
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renderer.PlotLine(t.Vertices[i + 1], t.Vertices[i + 2], General.Colors.Selection);
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renderer.PlotLine(t.Vertices[i + 2], t.Vertices[i + 0], General.Colors.Selection);
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if(t.Sidedefs[i + 0] == null) renderer.PlotLine(t.Vertices[i + 0], t.Vertices[i + 1], PixelColor.FromColor(Color.DeepSkyBlue));
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if(t.Sidedefs[i + 1] == null) renderer.PlotLine(t.Vertices[i + 1], t.Vertices[i + 2], PixelColor.FromColor(Color.DeepSkyBlue));
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if(t.Sidedefs[i + 2] == null) renderer.PlotLine(t.Vertices[i + 2], t.Vertices[i + 0], PixelColor.FromColor(Color.DeepSkyBlue));
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}
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// Go for all triangle vertices to renderthe outside lines only
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for(int i = 0; i < t.Vertices.Count; i += 3)
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{
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if(t.Sidedefs[i + 0] != null) renderer.PlotLine(t.Vertices[i + 0], t.Vertices[i + 1], PixelColor.FromColor(Color.Red));
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if(t.Sidedefs[i + 1] != null) renderer.PlotLine(t.Vertices[i + 1], t.Vertices[i + 2], PixelColor.FromColor(Color.Red));
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if(t.Sidedefs[i + 2] != null) renderer.PlotLine(t.Vertices[i + 2], t.Vertices[i + 0], PixelColor.FromColor(Color.Red));
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}
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// Done
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42
Source/Geometry/LabelPositionInfo.cs
Normal file
42
Source/Geometry/LabelPositionInfo.cs
Normal file
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@ -0,0 +1,42 @@
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct LabelPositionInfo
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{
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// Members
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public Vector2D position;
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public float radius;
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// Constructor
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public LabelPositionInfo(Vector2D position, float radius)
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{
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this.position = position;
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this.radius = radius;
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}
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}
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}
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@ -622,9 +622,9 @@ namespace CodeImp.DoomBuilder.Geometry
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#region ================== Sector Labels
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// This finds the ideal label positions for a sector
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public static ICollection<Vector2D> FindLabelPositions(Sector s)
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public static List<LabelPositionInfo> FindLabelPositions(Sector s)
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{
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List<Vector2D> positions = new List<Vector2D>(2);
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List<LabelPositionInfo> positions = new List<LabelPositionInfo>(2);
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int islandoffset = 0;
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// Do we have a triangulation?
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@ -632,10 +632,10 @@ namespace CodeImp.DoomBuilder.Geometry
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if(triangles != null)
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{
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// Go for all islands
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for(int island = 0; island < triangles.IslandVertices.Count; island++)
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for(int i = 0; i < triangles.IslandVertices.Count; i++)
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{
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Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[island] >> 1);
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List<Line2D> candidatelines = new List<Line2D>(triangles.IslandVertices[island] >> 1);
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Dictionary<Sidedef, Linedef> sides = new Dictionary<Sidedef, Linedef>(triangles.IslandVertices[i] >> 1);
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List<Vector2D> candidatepositions = new List<Vector2D>(triangles.IslandVertices[i] >> 1);
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float founddistance = float.MinValue;
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Vector2D foundposition = new Vector2D();
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float minx = float.MaxValue;
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@ -646,24 +646,26 @@ namespace CodeImp.DoomBuilder.Geometry
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// Make candidate lines that are not along sidedefs
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// We do this before testing the candidate against the sidedefs so that
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// we can collect the relevant sidedefs first in the same run
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for(int i = 0; i < triangles.IslandVertices[island]; i += 3)
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for(int t = 0; t < triangles.IslandVertices[i]; t += 3)
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{
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Vector2D v1 = triangles.Vertices[islandoffset + i + 2];
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for(int k = 0; k < 3; k++)
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int triangleoffset = islandoffset + t;
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Vector2D v1 = triangles.Vertices[triangleoffset + 2];
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Sidedef sd = triangles.Sidedefs[triangleoffset + 2];
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for(int v = 0; v < 3; v++)
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{
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Vector2D v2 = triangles.Vertices[islandoffset + i + k];
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Sidedef sd = triangles.Sidedefs[islandoffset + i + k];
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Vector2D v2 = triangles.Vertices[triangleoffset + v];
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// Not along a sidedef? Then this line is across the sector
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// and guaranteed to be inside the sector!
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if(sd == null)
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{
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// Make the line
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candidatelines.Add(new Line2D(v1, v2));
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candidatepositions.Add(v1 + (v2 - v1) * 0.5f);
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}
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else
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{
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// This sidedefs is part of this island and must be checked against
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// This sidedefs is part of this island and must be checked
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// so add it to the dictionary
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sides[sd] = sd.Line;
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}
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@ -674,67 +676,68 @@ namespace CodeImp.DoomBuilder.Geometry
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maxy = Math.Max(maxy, v1.y);
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// Next
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sd = triangles.Sidedefs[triangleoffset + v];
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v1 = v2;
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}
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}
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// Any candidate lines found at all?
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if(candidatelines.Count > 0)
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if(candidatepositions.Count > 0)
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{
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// Start with the first line
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foreach(Line2D sourceline in candidatelines)
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foreach(Vector2D candidatepos in candidatepositions)
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{
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// Get center point
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Vector2D candidateposition = sourceline.GetCoordinatesAt(0.5f);
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// Check distance against other lines
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float smallestdist = int.MaxValue;
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foreach(KeyValuePair<Sidedef, Linedef> sd in sides)
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{
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// Check the distance
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float distance = sd.Value.DistanceToSq(candidateposition, true);
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float distance = sd.Value.DistanceToSq(candidatepos, true);
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smallestdist = Math.Min(smallestdist, distance);
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}
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// Keep this candidate if it is better than previous
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if(smallestdist > founddistance)
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{
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foundposition = candidateposition;
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foundposition = candidatepos;
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founddistance = smallestdist;
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}
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}
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// No cceptable line found, just use the first!
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positions.Add(foundposition);
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positions.Add(new LabelPositionInfo(foundposition, (float)Math.Sqrt(founddistance)));
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}
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else
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{
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// No candidate lines found.
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// Check to see if the island is a triangle
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if(triangles.IslandVertices[island] == 3)
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if(triangles.IslandVertices[i] == 3)
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{
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// Use the center of the triangle
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Vector2D v = triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2];
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positions.Add(v / 3.0f);
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// TODO: Use the 'incenter' instead, see http://mathworld.wolfram.com/Incenter.html
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Vector2D v = (triangles.Vertices[islandoffset] + triangles.Vertices[islandoffset + 1] + triangles.Vertices[islandoffset + 2]) / 3.0f;
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float d = Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset], triangles.Vertices[islandoffset + 1], v, false);
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d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 1], triangles.Vertices[islandoffset + 2], v, false));
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d = Math.Min(d, Line2D.GetDistanceToLineSq(triangles.Vertices[islandoffset + 2], triangles.Vertices[islandoffset], v, false));
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positions.Add(new LabelPositionInfo(v, (float)Math.Sqrt(d)));
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}
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else
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{
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// Use the center of this island.
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positions.Add(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f));
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float d = Math.Min((maxx - minx) * 0.5f, (maxy - miny) * 0.5f);
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positions.Add(new LabelPositionInfo(new Vector2D(minx + (maxx - minx) * 0.5f, miny + (maxy - miny) * 0.5f), d));
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}
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}
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// Done with this island
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islandoffset += triangles.IslandVertices[island];
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islandoffset += triangles.IslandVertices[i];
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}
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}
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else
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{
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// No triangulation was made. Just return the center point.
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//RectangleF rect = s.CreateBBox();
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//return new Vector2D(rect.X + (rect.Width * 0.5f), rect.Y + (rect.Height * 0.5f));
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positions.Add(new Vector2D());
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// No triangulation was made. FAIL!
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General.Fail("No triangulation exists for sector " + s, "Triangulation is required to create label positions for a sector.");
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}
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// Done
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@ -505,11 +505,13 @@ namespace CodeImp.DoomBuilder.Geometry
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// Found anything?
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if(insertbefore != null)
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{
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Sidedef sd = (insertbefore.Previous == null) ? insertbefore.List.Last.Value.Sidedef : insertbefore.Previous.Value.Sidedef;
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// Find the position where we have to split the outer polygon
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split = new EarClipVertex(starttoright.GetCoordinatesAt(foundu), null);
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// Insert manual split vertices
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p.AddBefore(insertbefore, new EarClipVertex(split, null));
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p.AddBefore(insertbefore, new EarClipVertex(split, sd));
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// Start inserting from the start (do I make sense this time?)
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v1 = start;
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while(v1 != start);
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// Insert manual split vertices
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Sidedef sd = (insertbefore.Previous == null) ? insertbefore.List.Last.Value.Sidedef : insertbefore.Previous.Value.Sidedef;
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p.AddBefore(insertbefore, new EarClipVertex(start.Value, null));
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p.AddBefore(insertbefore, new EarClipVertex(start.Value, sd));
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p.AddBefore(insertbefore, new EarClipVertex(split, sd));
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}
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}
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@ -25,6 +25,7 @@ using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Rendering;
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using System.Collections.ObjectModel;
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#endregion
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@ -74,6 +75,7 @@ namespace CodeImp.DoomBuilder.Map
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private bool triangulationneeded;
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private Triangulation triangles;
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private FlatVertex[] flatvertices;
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private ReadOnlyCollection<LabelPositionInfo> labels;
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#endregion
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@ -98,6 +100,7 @@ namespace CodeImp.DoomBuilder.Map
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public Sector Clone { get { return clone; } set { clone = value; } }
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public Triangulation Triangles { get { return triangles; } }
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public FlatVertex[] FlatVertices { get { return flatvertices; } }
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public ReadOnlyCollection<LabelPositionInfo> Labels { get { return labels; } }
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#endregion
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@ -219,6 +222,9 @@ namespace CodeImp.DoomBuilder.Map
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{
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// Triangulate sector
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triangles = Triangulation.Create(this);
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// Make label positions
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labels = Array.AsReadOnly<LabelPositionInfo>(Tools.FindLabelPositions(this).ToArray());
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}
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// Brightness color (alpha is opaque)
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