mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-31 12:50:52 +00:00
working on visual mode
This commit is contained in:
parent
a3e9e54b74
commit
0fee24865c
5 changed files with 470 additions and 137 deletions
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@ -649,6 +649,7 @@
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<None Include="Resources\Cut.png" />
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<None Include="Resources\Close.png" />
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<Content Include="Resources\DB2.ico" />
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<Compile Include="VisualModes\Clipper.cs" />
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<Compile Include="VisualModes\VisualBlockEntry.cs" />
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<None Include="Resources\Script2.png" />
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<None Include="Resources\ScriptCompile.png" />
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@ -50,12 +50,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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#region ================== Variables
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// All constructed visual sectors
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private Dictionary<Sector, BaseVisualSector> allsectors;
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// List of visible sectors
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private Dictionary<Sector, BaseVisualSector> visiblesectors;
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#endregion
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#region ================== Properties
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@ -68,8 +62,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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public BaseVisualMode()
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{
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// Initialize
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allsectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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visiblesectors = new Dictionary<Sector, BaseVisualSector>();
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// We have no destructor
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GC.SuppressFinalize(this);
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@ -82,9 +74,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(!isdisposed)
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{
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// Clean up
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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visiblesectors = null;
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allsectors = null;
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// Done
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base.Dispose();
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@ -93,107 +82,12 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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#endregion
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#region ================== Private Tools
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// This finds the nearest sector to the camera
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private Sector FindStartSector(Vector2D campos)
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{
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float side;
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Linedef l;
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// Get nearest linedef
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l = General.Map.Map.NearestLinedef(campos);
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if(l != null)
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{
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// Check if we are on front or back side
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side = l.SideOfLine(campos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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return l.Back.Sector;
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else if(l.Front != null)
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return l.Front.Sector;
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else
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return null;
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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return l.Front.Sector;
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else if(l.Back != null)
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return l.Back.Sector;
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else
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return null;
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}
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}
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else
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return null;
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}
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// This recursively finds and adds visible sectors
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private void ProcessVisibleSectors(Sector start, Vector2D campos)
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{
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// Add the start sector
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AddVisibleSector(start);
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// Get a range of blocks
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List<VisualBlockEntry> blocks = blockmap.GetSquareRange(campos, General.Settings.ViewDistance);
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foreach(VisualBlockEntry b in blocks)
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{
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// Go for all the linedefs in this block
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foreach(Linedef ld in b.Lines)
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{
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// Add sectors from both sides of the line
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if(ld.Front != null) AddVisibleSector(ld.Front.Sector);
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if(ld.Back != null) AddVisibleSector(ld.Back.Sector);
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}
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}
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}
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// This adds (and creates if needed) the BaseVisualSector for
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// the given sector to the visible sectors list
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private void AddVisibleSector(Sector s)
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{
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BaseVisualSector vs;
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// Find the basesector and make it if needed
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if(allsectors.ContainsKey(s))
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{
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// Take existing visualsector
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vs = allsectors[s];
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}
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else
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{
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// Make new visualsector
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vs = new BaseVisualSector(s);
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allsectors.Add(s, vs);
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}
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// Add sector to visibility list
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visiblesectors[s] = vs;
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}
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#endregion
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#region ================== Methods
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[EndAction("reloadresources", BaseAction = true)]
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public void ReloadResources()
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// This creates a visual sector
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protected override VisualSector CreateVisualSector(Sector s)
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{
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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allsectors.Clear();
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visiblesectors.Clear();
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}
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// Mode engages
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public override void OnEngage()
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{
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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base.OnEngage();
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return new BaseVisualSector(s);
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}
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// This draws a frame
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@ -205,9 +99,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Begin with geometry
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renderer.StartGeometry();
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// Render all visible sectors
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foreach(KeyValuePair<Sector, BaseVisualSector> vs in visiblesectors)
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renderer.RenderGeometry(vs.Value);
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// This renders all visible sectors
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base.OnRedrawDisplay();
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// Done rendering geometry
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renderer.FinishGeometry();
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@ -215,27 +108,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Present!
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renderer.Finish();
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}
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// Call base
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base.OnRedrawDisplay();
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}
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// This processes a frame
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public override void OnProcess()
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{
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Vector2D campos;
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// Process base class first
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base.OnProcess();
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// Get the 2D camera position
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campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y);
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// Make new visibility list
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visiblesectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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// Process all visible sectors starting with the nearest
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ProcessVisibleSectors(FindStartSector(campos), campos);
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}
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#endregion
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269
Source/VisualModes/Clipper.cs
Normal file
269
Source/VisualModes/Clipper.cs
Normal file
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@ -0,0 +1,269 @@
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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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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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internal class Clipper
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{
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#region ================== Constants
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private const float MULTIPLIER = 10000f;
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private const int MAXRANGE = (int)(Angle2D.PI2 * MULTIPLIER);
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private const int HALFRANGE = (int)(Angle2D.PI * MULTIPLIER);
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private const int MINRANGE = 0;
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#endregion
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#region ================== ClipRange struct
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// ClipRange structure
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private struct ClipRange
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{
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// Variables
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public int low;
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public int high;
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// Constructor
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public ClipRange(int low, int high)
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{
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this.low = low;
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this.high = high;
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}
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}
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#endregion
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#region ================== Variables
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// Position where we are viewing from
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private Vector2D position;
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// Clipping ranges
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private LinkedList<ClipRange> ranges;
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Clipper(Vector2D pos)
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{
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// Initialize
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this.position = pos;
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this.ranges = new LinkedList<ClipRange>();
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}
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// Constructor
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public Clipper(Clipper copy)
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{
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// Initialize
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this.position = copy.position;
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this.ranges = new LinkedList<ClipRange>(copy.ranges);
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}
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// Disposer
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public void Dispose()
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{
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this.ranges.Clear();
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}
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#endregion
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#region ================== Testing methods
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// This tests a range to see if it is at least partially visible
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public bool TestRange(Vector2D a, Vector2D b)
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{
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int i1, i2, c1, c2, m;
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float a1, a2;
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// Get angles
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a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
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a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
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// Convert angles to ranges
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i1 = (int)(a1 * MULTIPLIER);
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i2 = (int)(a2 * MULTIPLIER);
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c1 = Math.Min(i1, i2);
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c2 = Math.Max(i1, i2);
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// Determine rotation direction
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m = c2 - c1;
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if(m < MINRANGE) m += MAXRANGE;
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if(m < HALFRANGE)
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{
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// Check if the range goes through zero point
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if(c2 < c1)
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{
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// Test two ranges
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return RangeVisible(new ClipRange(c1, MAXRANGE)) ||
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RangeVisible(new ClipRange(MINRANGE, c2));
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}
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else
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{
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// Test a single range
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return RangeVisible(new ClipRange(c1, c2));
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}
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}
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else
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{
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// Check if the range goes through zero point
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if(c2 > c1)
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{
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// Test two ranges
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return RangeVisible(new ClipRange(MINRANGE, c1)) ||
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RangeVisible(new ClipRange(c2, MAXRANGE));
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}
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else
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{
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// Test a single range
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return RangeVisible(new ClipRange(c2, c1));
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}
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}
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}
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// This tests a single range for visibility
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private bool RangeVisible(ClipRange r)
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{
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// Go for all clipped ranges
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foreach(ClipRange c in ranges)
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{
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// Does clipped range completely hide the given range?
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if((c.low <= r.low) && (c.high >= r.high))
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{
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// No further testing needed, range is clipped
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return false;
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}
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}
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// Not completely clipped
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return true;
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}
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#endregion
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#region ================== Clipping methods
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// This tests a range to see if it is at least partially visible
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public bool InsertRange(Vector2D a, Vector2D b)
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{
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int i1, i2, c1, c2, m;
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float a1, a2;
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// Get angles
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a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
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a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
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// Convert angles to ranges
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i1 = (int)(a1 * MULTIPLIER);
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i2 = (int)(a2 * MULTIPLIER);
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c1 = Math.Min(i1, i2);
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c2 = Math.Max(i1, i2);
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// Determine rotation direction
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m = c2 - c1;
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if(m < MINRANGE) m += MAXRANGE;
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if(m < HALFRANGE)
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{
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// Check if the range goes through zero point
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if(c2 < c1)
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{
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// Add two ranges
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return AddRange(new ClipRange(c1, MAXRANGE)) ||
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AddRange(new ClipRange(MINRANGE, c2));
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}
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else
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{
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// Add a single range
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return AddRange(new ClipRange(c1, c2));
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}
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}
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else
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{
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// Check if the range goes through zero point
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if(c2 > c1)
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{
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// Add two ranges
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return AddRange(new ClipRange(MINRANGE, c1)) ||
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AddRange(new ClipRange(c2, MAXRANGE));
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}
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else
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{
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// Add a single range
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return AddRange(new ClipRange(c2, c1));
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}
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}
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}
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// This tests a single range for visibility
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// Returns true when the entire range has been clipped
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private bool AddRange(ClipRange r)
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{
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LinkedListNode<ClipRange> current, next;
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ClipRange c;
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// Go for all ranges to find overlappings
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current = ranges.First;
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while(current != null)
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{
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// Keep reference to the next
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next = current.Next;
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c = current.Value;
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// Check if ranges overlap
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if((c.low <= (r.high + 1)) && (c.high >= (r.low - 1)))
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{
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// Remove old range from list
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ranges.Remove(current);
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// Extend range with overlapping range
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if(c.low < r.low) r.low = c.low;
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if(c.high > r.high) r.high = c.high;
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}
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// Move to the next
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current = next;
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}
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||||
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||||
// Insert the new range
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ranges.AddLast(r);
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// Return true when entire range is now clipped
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return (r.low == MINRANGE) && (r.high == MAXRANGE);
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||||
}
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||||
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||||
#endregion
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||||
}
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||||
}
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@ -125,11 +125,11 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
}
|
||||
|
||||
// This returns a range of blocks in a square
|
||||
public List<VisualBlockEntry> GetSquareRange(Vector2D pos, float radius)
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||||
public List<VisualBlockEntry> GetSquareRange(RectangleF rect)
|
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{
|
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// Calculate block coordinates
|
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Point lt = GetBlockCoordinates(pos - radius);
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Point rb = GetBlockCoordinates(pos + radius);
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Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
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||||
Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
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// Go through the range to make a list
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||||
int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y);
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|
|
|
@ -74,6 +74,8 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
|
||||
// Map
|
||||
protected VisualBlockMap blockmap;
|
||||
protected Dictionary<Sector, VisualSector> allsectors;
|
||||
protected Dictionary<Sector, VisualSector> visiblesectors;
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||||
|
||||
#endregion
|
||||
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||||
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@ -97,6 +99,8 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
this.campos = new Vector3D(0.0f, 0.0f, 96.0f);
|
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this.camanglez = Angle2D.PI;
|
||||
this.blockmap = new VisualBlockMap();
|
||||
this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
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||||
this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
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||||
}
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||||
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||||
// Disposer
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||||
|
@ -106,7 +110,11 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
if(!isdisposed)
|
||||
{
|
||||
// Clean up
|
||||
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
|
||||
blockmap.Dispose();
|
||||
visiblesectors = null;
|
||||
allsectors = null;
|
||||
blockmap = null;
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||||
|
||||
// Done
|
||||
base.Dispose();
|
||||
|
@ -122,6 +130,9 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
{
|
||||
base.OnEngage();
|
||||
|
||||
// Update the used textures
|
||||
General.Map.Data.UpdateUsedTextures();
|
||||
|
||||
// Fill the blockmap
|
||||
FillBlockMap();
|
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|
||||
|
@ -253,8 +264,160 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
|
||||
#endregion
|
||||
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||||
#region ================== Visibility Culling
|
||||
|
||||
// This preforms visibility culling
|
||||
private void DoCulling()
|
||||
{
|
||||
Vector2D campos2d = (Vector2D)campos;
|
||||
float viewdist = General.Settings.ViewDistance;
|
||||
|
||||
// Get the blocks within view range and make a collection of all nearby linedefs
|
||||
RectangleF viewrect = new RectangleF(campos.x - viewdist, campos.y - viewdist, viewdist * 2, viewdist * 2);
|
||||
List<VisualBlockEntry> blocks = blockmap.GetSquareRange(viewrect);
|
||||
List<Linedef> nearbylines = new List<Linedef>(blocks.Count);
|
||||
foreach(VisualBlockEntry b in blocks) nearbylines.AddRange(b.Lines);
|
||||
|
||||
// Find the sector to begin with
|
||||
Sector start = FindStartSector((Vector2D)campos, nearbylines);
|
||||
|
||||
// Find visible sectors
|
||||
visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
|
||||
if(start != null) ProcessVisibleSectors(start, (Vector2D)campos);
|
||||
}
|
||||
|
||||
// This recursively finds and adds visible sectors
|
||||
private void ProcessVisibleSectors(Sector start, Vector2D campos)
|
||||
{
|
||||
Stack<Sector> todo = new Stack<Sector>(50);
|
||||
Dictionary<Sector, Sector> stackedsectors = new Dictionary<Sector, Sector>(50);
|
||||
Clipper clipper = new Clipper(campos);
|
||||
float viewdist2 = General.Settings.ViewDistance * General.Settings.ViewDistance;
|
||||
|
||||
// TODO: Use sector markings instead of the stackedsectors dictionary?
|
||||
|
||||
// This algorithm uses a breadth-first search for visible sectors
|
||||
|
||||
// Continue until no more sectors to process
|
||||
todo.Push(start);
|
||||
stackedsectors.Add(start, start);
|
||||
while(todo.Count > 0)
|
||||
{
|
||||
Sector s = todo.Pop();
|
||||
VisualSector vs;
|
||||
|
||||
// Find the basesector and make it if needed
|
||||
if(allsectors.ContainsKey(s))
|
||||
{
|
||||
// Take existing visualsector
|
||||
vs = allsectors[s];
|
||||
}
|
||||
else
|
||||
{
|
||||
// Make new visualsector
|
||||
vs = CreateVisualSector(s);
|
||||
allsectors.Add(s, vs);
|
||||
}
|
||||
|
||||
// Add sector to visibility list
|
||||
visiblesectors.Add(s, vs);
|
||||
|
||||
// Go for all sidedefs in the sector
|
||||
foreach(Sidedef sd in s.Sidedefs)
|
||||
{
|
||||
// Camera on the front of this side?
|
||||
float side = sd.Line.SideOfLine(campos);
|
||||
if(((side > 0) && sd.IsFront) ||
|
||||
((side < 0) && !sd.IsFront))
|
||||
{
|
||||
// Sidedef blocking the view?
|
||||
if((sd.Other == null) ||
|
||||
(sd.Other.Sector.FloorHeight >= (sd.Sector.CeilHeight - 0.0001f)) ||
|
||||
(sd.Other.Sector.CeilHeight <= (sd.Sector.FloorHeight + 0.0001f)) ||
|
||||
(sd.Other.Sector.FloorHeight >= (sd.Other.Sector.CeilHeight - 0.0001f)))
|
||||
{
|
||||
// This blocks the view
|
||||
clipper.InsertRange(sd.Line.Start.Position, sd.Line.End.Position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Go for all sidedefs in the sector
|
||||
foreach(Sidedef sd in s.Sidedefs)
|
||||
{
|
||||
// Doublesided and not referring to same sector?
|
||||
if((sd.Other != null) && (sd.Other.Sector != sd.Sector))
|
||||
{
|
||||
// Get the other sector
|
||||
Sector os = sd.Other.Sector;
|
||||
|
||||
// Sector not added yet?
|
||||
if(!stackedsectors.ContainsKey(os))
|
||||
{
|
||||
// Within view range?
|
||||
if(sd.Line.DistanceToSq(campos, true) < viewdist2)
|
||||
{
|
||||
// Can we see this sector?
|
||||
if(clipper.TestRange(sd.Line.Start.Position, sd.Line.End.Position))
|
||||
{
|
||||
// Process this sector as well
|
||||
todo.Push(os);
|
||||
stackedsectors.Add(os, os);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Done
|
||||
clipper.Dispose();
|
||||
}
|
||||
|
||||
// This finds the nearest sector to the camera
|
||||
private Sector FindStartSector(Vector2D campos, List<Linedef> lines)
|
||||
{
|
||||
float side;
|
||||
Linedef l;
|
||||
|
||||
// Get nearest linedef
|
||||
l = MapSet.NearestLinedef(lines, campos);
|
||||
if(l != null)
|
||||
{
|
||||
// Check if we are on front or back side
|
||||
side = l.SideOfLine(campos);
|
||||
if(side > 0)
|
||||
{
|
||||
// Is there a sidedef here?
|
||||
if(l.Back != null)
|
||||
return l.Back.Sector;
|
||||
else if(l.Front != null)
|
||||
return l.Front.Sector;
|
||||
else
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Is there a sidedef here?
|
||||
if(l.Front != null)
|
||||
return l.Front.Sector;
|
||||
else if(l.Back != null)
|
||||
return l.Back.Sector;
|
||||
else
|
||||
return null;
|
||||
}
|
||||
}
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Processing
|
||||
|
||||
// This creates a visual sector
|
||||
protected abstract VisualSector CreateVisualSector(Sector s);
|
||||
|
||||
// This fills the blockmap
|
||||
protected virtual void FillBlockMap()
|
||||
{
|
||||
|
@ -285,10 +448,38 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
// Apply new camera matrices
|
||||
renderer.PositionAndLookAt(campos, camtarget);
|
||||
|
||||
// Visibility culling
|
||||
DoCulling();
|
||||
|
||||
// Now redraw
|
||||
General.Interface.RedrawDisplay();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Rendering
|
||||
|
||||
// Call this to simply render all visible sectors
|
||||
public override void OnRedrawDisplay()
|
||||
{
|
||||
// Render all visible sectors
|
||||
foreach(KeyValuePair<Sector, VisualSector> vs in visiblesectors)
|
||||
renderer.RenderGeometry(vs.Value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Actions
|
||||
|
||||
[EndAction("reloadresources", BaseAction = true)]
|
||||
public virtual void ReloadResources()
|
||||
{
|
||||
// Trash all visual sectors, because they are no longer valid
|
||||
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
|
||||
allsectors.Clear();
|
||||
visiblesectors.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue