Added, Things mode, Visual mode: event lines for InterpolationPoints are now curved when appropriate setting is enabled in the control thing (PathFollower/ActorMover/MovingCamera) [heavily inspired by Xabis' patch].

Added, Things mode: the editor will try to reconnect the path when deleting InterpolationPoints and PatrolPoints.
Internal: RenderArrows method now works the same way in Renderer2D and Renderer3D.
Internal: Line3D now has "renderarrowhead" property.
This commit is contained in:
MaxED 2015-08-08 21:56:43 +00:00
parent a98eea641a
commit 527d3cf5dc
7 changed files with 458 additions and 266 deletions

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.GZBuilder.Geometry;
@ -8,292 +9,370 @@ namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public static class LinksCollector
{
private struct ThingsCheckResult
private class SpecialThings
{
public bool ProcessPathNodes;
public bool ProcessInterpolationPoints;
public bool ProcessThingsWithGoal;
public bool ProcessCameras;
public bool ProcessActorMovers;
public bool ProcessPolyobjects;
public readonly Dictionary<int, List<Thing>> PatrolPoints; // PatrolPoint tag, list of PatrolPoints
public readonly Dictionary<int, List<PathNode>> InterpolationPoints; // InterpolationPoint tag, list of InterpolationPoints
public readonly List<Thing> ThingsWithGoal;
public readonly List<Thing> Cameras;
public readonly Dictionary<int, List<Thing>> ActorMovers; // ActorMover target tag, list of ActorMovers
public readonly List<Thing> PathFollowers;
public readonly Dictionary<int, List<Thing>> PolyobjectAnchors; //angle, list of PolyobjectAnchors
public readonly Dictionary<int, List<Thing>> PolyobjectStartSpots; //angle, list of PolyobjectStartSpots
public SpecialThings()
{
PatrolPoints = new Dictionary<int, List<Thing>>();
InterpolationPoints = new Dictionary<int, List<PathNode>>();
ThingsWithGoal = new List<Thing>();
Cameras = new List<Thing>();
ActorMovers = new Dictionary<int, List<Thing>>();
PathFollowers = new List<Thing>();
PolyobjectAnchors = new Dictionary<int, List<Thing>>();
PolyobjectStartSpots = new Dictionary<int, List<Thing>>();
}
}
private class PathNode
{
private readonly Thing thing;
private readonly Vector3D position;
private readonly Dictionary<int, PathNode> nextnodes;
private readonly Dictionary<int, PathNode> prevnodes;
public Thing Thing { get { return thing; } }
public Dictionary<int, PathNode> NextNodes { get { return nextnodes; } } // Thing index, PathNode
public Dictionary<int, PathNode> PreviousNodes { get { return prevnodes; } } // Thing index, PathNode
public Vector3D Position { get { return position; } }
public bool IsCurved;
public PathNode(Thing t, bool correctzheight)
{
thing = t;
position = new Vector3D(t.Position, (correctzheight ? t.Position.z + GetCorrectHeight(t) : t.Position.z));
nextnodes = new Dictionary<int, PathNode>();
prevnodes = new Dictionary<int, PathNode>();
}
}
public static List<List<Line3D>> GetThingLinks(ICollection<VisualThing> visualThings)
public static List<Line3D> GetThingLinks(IEnumerable<VisualThing> visualthings)
{
List<Thing> things = new List<Thing>();
foreach (VisualThing vt in visualThings) things.Add(vt.Thing);
ThingsCheckResult result = CheckThings(things);
if (result.ProcessPathNodes || result.ProcessInterpolationPoints || result.ProcessThingsWithGoal || result.ProcessCameras || result.ProcessPolyobjects)
return GetThingLinks(result, true);
return null;
foreach (VisualThing vt in visualthings) things.Add(vt.Thing);
return GetThingLinks(GetSpecialThings(things, true), true);
}
public static List<List<Line3D>> GetThingLinks(ICollection<Thing> things)
public static List<Line3D> GetThingLinks(IEnumerable<Thing> things)
{
ThingsCheckResult result = CheckThings(things);
if (result.ProcessPathNodes || result.ProcessInterpolationPoints || result.ProcessThingsWithGoal || result.ProcessCameras || result.ProcessPolyobjects)
return GetThingLinks(result, false);
return null;
return GetThingLinks(GetSpecialThings(things, false), false);
}
private static ThingsCheckResult CheckThings(ICollection<Thing> things)
private static SpecialThings GetSpecialThings(IEnumerable<Thing> things, bool correctheight)
{
ThingsCheckResult result = new ThingsCheckResult();
SpecialThings result = new SpecialThings();
foreach (Thing t in things)
// Process oh so special things
foreach (Thing t in things)
{
if(t.Type == 9024) //zdoom path node
result.ProcessPathNodes = true;
else if(t.Type == 9070) //zdoom camera interpolation point
result.ProcessInterpolationPoints = true;
else if(t.Type > 9299 && t.Type < 9304) //polyobjects
result.ProcessPolyobjects = true;
else if(t.Action == 229 && t.Args[1] != 0) //Thing_SetGoal
result.ProcessThingsWithGoal = true;
else if(t.Type == 9072 && (t.Args[0] != 0 || t.Args[1] != 0)) //camera with a path
result.ProcessCameras = true;
else if(t.Type == 9074 && (t.Args[0] != 0 || t.Args[1] != 0) && t.Args[3] != 0) //actor mover
result.ProcessActorMovers = true;
ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
switch (info.ClassName.ToLowerInvariant())
{
case "patrolpoint":
if(t.Args[0] != 0)
{
if(!result.PatrolPoints.ContainsKey(t.Tag)) result.PatrolPoints.Add(t.Tag, new List<Thing>());
result.PatrolPoints[t.Tag].Add(t);
}
break;
case "$polyanchor":
if(!result.PolyobjectAnchors.ContainsKey(t.AngleDoom)) result.PolyobjectAnchors[t.AngleDoom] = new List<Thing>();
result.PolyobjectAnchors[t.AngleDoom].Add(t);
break;
case "$polyspawn":
case "$polyspawncrush":
case "$polyspawnhurt":
if(!result.PolyobjectStartSpots.ContainsKey(t.AngleDoom)) result.PolyobjectStartSpots[t.AngleDoom] = new List<Thing>();
result.PolyobjectStartSpots[t.AngleDoom].Add(t);
break;
case "movingcamera":
if(t.Args[0] != 0 || t.Args[1] != 0) result.Cameras.Add(t);
break;
case "pathfollower":
if(t.Args[0] != 0 || t.Args[1] != 0) result.PathFollowers.Add(t);
break;
case "actormover":
if((t.Args[0] != 0 || t.Args[1] != 0) && t.Args[3] != 0)
{
if(!result.ActorMovers.ContainsKey(t.Args[3])) result.ActorMovers.Add(t.Args[3], new List<Thing>());
result.ActorMovers[t.Args[3]].Add(t);
}
break;
}
// Process Thing_SetGoal action
if(t.Action != 0
&& General.Map.Config.LinedefActions.ContainsKey(t.Action)
&& General.Map.Config.LinedefActions[t.Action].Id.ToLowerInvariant() == "thing_setgoal"
&& (t.Args[0] == 0 || t.Args[0] == t.Tag)
&& t.Args[1] != 0)
{
result.ThingsWithGoal.Add(t);
}
}
// We may need all InterpolationPoints...
foreach (Thing t in General.Map.Map.Things)
{
ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
switch (info.ClassName.ToLowerInvariant())
{
case "interpolationpoint":
if(!result.InterpolationPoints.ContainsKey(t.Tag)) result.InterpolationPoints.Add(t.Tag, new List<PathNode>());
result.InterpolationPoints[t.Tag].Add(new PathNode(t, correctheight));
break;
}
}
if(result.ProcessActorMovers || result.ProcessCameras) result.ProcessInterpolationPoints = true;
if(result.ProcessThingsWithGoal) result.ProcessPathNodes = true;
return result;
}
private static List<List<Line3D>> GetThingLinks(ThingsCheckResult result, bool correctHeight)
private static List<Line3D> GetThingLinks(SpecialThings result, bool correctheight)
{
List<List<Line3D>> lines = new List<List<Line3D>> { new List<Line3D>(), new List<Line3D>() };
Dictionary<int, List<Thing>> pathNodes = new Dictionary<int, List<Thing>>();
Dictionary<int, List<Thing>> interpolationPoints = new Dictionary<int, List<Thing>>();
List<Thing> thingsWithGoal = new List<Thing>();
List<Thing> cameras = new List<Thing>();
List<Thing> actorMovers = new List<Thing>();
Dictionary<int, List<Thing>> actorMoverTargets = new Dictionary<int, List<Thing>>();
Dictionary<int, List<Thing>> polyobjectAnchors = new Dictionary<int, List<Thing>>(); //angle, list of PolyobjectAnchor things (9300)
Dictionary<int, List<Thing>> polyobjectStartSpots = new Dictionary<int, List<Thing>>(); //angle, list of PolyobjectStartSpot things (9301-9303)
List<Line3D> lines = new List<Line3D>();
Dictionary<int, List<Thing>> actormovertargets = new Dictionary<int, List<Thing>>();
//collect relevant things
foreach (Thing t in General.Map.Map.Things)
// Get ActorMover targets
if(result.ActorMovers.Count > 0)
{
if(result.ProcessPathNodes && t.Type == 9024)
{
if(!pathNodes.ContainsKey(t.Tag))
pathNodes[t.Tag] = new List<Thing>();
pathNodes[t.Tag].Add(t);
}
if(result.ProcessInterpolationPoints && t.Type == 9070)
{
if(!interpolationPoints.ContainsKey(t.Tag))
interpolationPoints[t.Tag] = new List<Thing>();
interpolationPoints[t.Tag].Add(t);
}
if (result.ProcessThingsWithGoal && t.Action == 229 && t.Args[1] != 0)
thingsWithGoal.Add(t);
if (result.ProcessCameras && t.Type == 9072 && (t.Args[0] != 0 || t.Args[1] != 0))
cameras.Add(t);
if(result.ProcessActorMovers && t.Type == 9074 && (t.Args[0] != 0 || t.Args[1] != 0) && t.Args[3] != 0)
actorMovers.Add(t);
if(result.ProcessPolyobjects)
{
if(t.Type == 9300)
{
if(!polyobjectAnchors.ContainsKey(t.AngleDoom))
polyobjectAnchors[t.AngleDoom] = new List<Thing>();
polyobjectAnchors[t.AngleDoom].Add(t);
}
else if(t.Type > 9300 && t.Type < 9304)
{
if(!polyobjectStartSpots.ContainsKey(t.AngleDoom))
polyobjectStartSpots[t.AngleDoom] = new List<Thing>();
polyobjectStartSpots[t.AngleDoom].Add(t);
}
}
}
if(actorMovers.Count > 0)
{
List<int> targetedTags = new List<int>();
foreach(Thing t in actorMovers) targetedTags.Add(t.Args[3]);
foreach(Thing t in General.Map.Map.Things)
{
if(targetedTags.Contains(t.Tag))
{
if(!actorMoverTargets.ContainsKey(t.Tag))
actorMoverTargets[t.Tag] = new List<Thing>();
actorMoverTargets[t.Tag].Add(t);
}
if(t.Tag == 0 || !result.ActorMovers.ContainsKey(t.Tag)) continue;
if(!actormovertargets.ContainsKey(t.Tag)) actormovertargets[t.Tag] = new List<Thing>();
actormovertargets[t.Tag].Add(t);
}
}
Vector3D start, end;
//process path nodes
if (result.ProcessPathNodes)
// Process patrol points
foreach (KeyValuePair<int, List<Thing>> group in result.PatrolPoints)
{
foreach (KeyValuePair<int, List<Thing>> group in pathNodes)
foreach(Thing t in group.Value)
{
foreach(Thing t in group.Value)
{
if(t.Args[0] == 0) continue; //no goal
if(pathNodes.ContainsKey(t.Args[0]))
{
start = t.Position;
if(correctHeight) start.z += GetCorrectHeight(t);
if(!result.PatrolPoints.ContainsKey(t.Args[0])) continue;
start = t.Position;
if(correctheight) start.z += GetCorrectHeight(t);
foreach(Thing tt in pathNodes[t.Args[0]])
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[0].Add(new Line3D(start, end));
}
}
foreach(Thing tt in result.PatrolPoints[t.Args[0]])
{
end = tt.Position;
if(correctheight) end.z += GetCorrectHeight(tt);
lines.Add(new Line3D(start, end));
}
}
}
//process things with Thing_SetGoal
if (result.ProcessThingsWithGoal)
// Process things with Thing_SetGoal
foreach (Thing t in result.ThingsWithGoal)
{
foreach (Thing t in thingsWithGoal)
if(!result.PatrolPoints.ContainsKey(t.Args[1])) continue;
start = t.Position;
if (correctheight) start.z += GetCorrectHeight(t);
foreach(Thing tt in result.PatrolPoints[t.Args[1]])
{
if (pathNodes.ContainsKey(t.Args[1]))
{
if (t.Args[0] == 0 || t.Args[0] == t.Tag)
{
start = t.Position;
if (correctHeight) start.z += GetCorrectHeight(t);
end = tt.Position;
if(correctheight) end.z += GetCorrectHeight(tt);
foreach(Thing tt in pathNodes[t.Args[1]])
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[1].Add(new Line3D(start, end, General.Colors.Selection));
}
}
}
lines.Add(new Line3D(start, end, General.Colors.Selection));
}
}
//process interpolation points
if (result.ProcessInterpolationPoints)
// Process cameras [CAN USE INTERPOLATION]
foreach (Thing t in result.Cameras)
{
foreach (KeyValuePair<int, List<Thing>> group in interpolationPoints)
int targettag = t.Args[0] + (t.Args[1] << 8);
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target desn't exist
bool interpolatepath = ((t.Args[2] & 1) != 1);
start = t.Position;
if(correctheight) start.z += GetCorrectHeight(t);
foreach(PathNode node in result.InterpolationPoints[targettag])
{
foreach(Thing t in group.Value)
{
int targetTag = t.Args[3] + (t.Args[4] << 8);
if(targetTag == 0) continue; //no goal
if(interpolationPoints.ContainsKey(targetTag))
{
start = t.Position;
if(correctHeight) start.z += GetCorrectHeight(t);
foreach(Thing tt in interpolationPoints[targetTag])
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[0].Add(new Line3D(start, end));
}
}
}
node.IsCurved = interpolatepath;
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
}
}
//process cameras
if (result.ProcessCameras)
//process actor movers [CAN USE INTERPOLATION]
foreach(List<Thing> things in result.ActorMovers.Values)
{
foreach (Thing t in cameras)
foreach (Thing t in things)
{
int targetTag = t.Args[0] + (t.Args[1] << 8);
if (targetTag == 0) continue; //no goal
int targettag = t.Args[0] + (t.Args[1] << 8);
if(interpolationPoints.ContainsKey(targetTag))
// Add interpolation point targets
if(targettag != 0 && result.InterpolationPoints.ContainsKey(targettag))
{
bool interpolatepath = ((t.Args[2] & 1) != 1);
start = t.Position;
if(correctheight) start.z += GetCorrectHeight(t);
foreach(PathNode node in result.InterpolationPoints[targettag])
{
node.IsCurved = interpolatepath;
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
}
}
// Add thing-to-move targets
if(actormovertargets.ContainsKey(t.Args[3]))
{
start = t.Position;
if(correctHeight) start.z += GetCorrectHeight(t);
if(correctheight) start.z += GetCorrectHeight(t);
foreach(Thing tt in interpolationPoints[targetTag])
foreach(Thing tt in actormovertargets[t.Args[3]])
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[1].Add(new Line3D(start, end, General.Colors.Selection));
if(correctheight) end.z += GetCorrectHeight(tt);
lines.Add(new Line3D(start, end, General.Colors.Selection));
}
}
}
}
//process actor movers
if(result.ProcessActorMovers)
// Process path followers [CAN USE INTERPOLATION]
foreach(Thing t in result.PathFollowers)
{
foreach(Thing t in actorMovers)
int targettag = t.Args[0] + (t.Args[1] << 8);
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target desn't exist
bool interpolatepath = (t.Args[2] & 1) != 1;
start = t.Position;
if(correctheight) start.z += GetCorrectHeight(t);
foreach(PathNode node in result.InterpolationPoints[targettag])
{
int targetTag = t.Args[0] + (t.Args[1] << 8);
if(targetTag == 0) continue; //no goal
node.IsCurved = interpolatepath;
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
}
}
//add interpolation point target
if(interpolationPoints.ContainsKey(targetTag))
// Process polyobjects
foreach(KeyValuePair<int, List<Thing>> group in result.PolyobjectAnchors)
{
if(!result.PolyobjectStartSpots.ContainsKey(group.Key)) continue;
foreach(Thing anchor in group.Value)
{
start = anchor.Position;
if(correctheight) start.z += GetCorrectHeight(anchor);
foreach(Thing startspot in result.PolyobjectStartSpots[group.Key])
{
start = t.Position;
if(correctHeight) start.z += GetCorrectHeight(t);
foreach(Thing tt in interpolationPoints[targetTag])
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[1].Add(new Line3D(start, end, General.Colors.Selection));
}
end = startspot.Position;
if(correctheight) end.z += GetCorrectHeight(startspot);
lines.Add(new Line3D(start, end, General.Colors.Selection));
}
}
}
//add thing-to-move target
if(actorMoverTargets.ContainsKey(t.Args[3]))
// Process interpolation points [CAN BE INTERPOLATED]
// 1. Connect PathNodes
foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
{
foreach(PathNode node in group.Value)
{
int targettag = node.Thing.Args[3] + (node.Thing.Args[4] << 8);
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue;
foreach(PathNode targetnode in result.InterpolationPoints[targettag])
{
start = t.Position;
if(correctHeight) start.z += GetCorrectHeight(t);
foreach(Thing tt in actorMoverTargets[t.Args[3]])
// Connect both ways
if(!node.NextNodes.ContainsKey(targetnode.Thing.Index))
{
end = tt.Position;
if(correctHeight) end.z += GetCorrectHeight(tt);
lines[1].Add(new Line3D(start, end, General.Colors.Selection));
node.NextNodes.Add(targetnode.Thing.Index, targetnode);
if(targetnode.IsCurved) node.IsCurved = true;
}
if(!targetnode.PreviousNodes.ContainsKey(node.Thing.Index))
{
targetnode.PreviousNodes.Add(node.Thing.Index, node);
if(node.IsCurved) targetnode.IsCurved = true;
}
}
}
}
//process polyobjects
if(result.ProcessPolyobjects)
// 2. Make lines
HashSet<int> processedindices = new HashSet<int>();
foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
{
foreach(KeyValuePair<int, List<Thing>> group in polyobjectAnchors)
foreach(PathNode node in group.Value)
{
if(!polyobjectStartSpots.ContainsKey(group.Key)) continue;
foreach(Thing anchor in group.Value)
// Draw as a curve?
if(node.IsCurved && !processedindices.Contains(node.Thing.Index) && node.NextNodes.Count > 0 && node.PreviousNodes.Count > 0)
{
start = anchor.Position;
if(correctHeight) start.z += GetCorrectHeight(anchor);
foreach(Thing startspot in polyobjectStartSpots[group.Key])
PathNode prev = General.GetByIndex(node.PreviousNodes, 0).Value;
PathNode next = General.GetByIndex(node.NextNodes, 0).Value;
if(next.NextNodes.Count > 0)
{
end = startspot.Position;
if(correctHeight) end.z += GetCorrectHeight(startspot);
lines[1].Add(new Line3D(start, end, General.Colors.Selection));
PathNode nextnext = General.GetByIndex(next.NextNodes, 0).Value;
// Generate curve points
List<Vector3D> points = new List<Vector3D>(11);
for(int i = 0; i < 11; i++)
{
float u = i * 0.1f;
points.Add(new Vector3D(
SplineLerp(u, prev.Position.x, node.Position.x, next.Position.x, nextnext.Position.x),
SplineLerp(u, prev.Position.y, node.Position.y, next.Position.y, nextnext.Position.y),
(!correctheight ? 0 : SplineLerp(u, prev.Position.z, node.Position.z, next.Position.z, nextnext.Position.z))
));
}
// Add line segments
for(int i = 1; i < 11; i++)
{
lines.Add(new Line3D(points[i - 1], points[i], i == 10));
}
continue;
}
}
// Draw regular lines
bool startnode = (node.IsCurved && node.PreviousNodes.Count == 0); // When using curves, this node won't be used by camera (the last node won't be used as well), so draw them using different color
foreach(PathNode targetnode in node.NextNodes.Values)
{
bool isskipped = (startnode || (targetnode.IsCurved && targetnode.NextNodes.Count == 0));
lines.Add(new Line3D(node.Position, targetnode.Position, (isskipped ? General.Colors.Highlight : General.Colors.InfoLine), !isskipped));
}
}
}
return lines;
}
// Taken from Xabis' "curved interpolation points paths" patch.
private static float SplineLerp(float u, float p1, float p2, float p3, float p4)
{
float t2 = u;
float res = 2 * p2;
res += (p3 - p1) * u;
t2 *= u;
res += (2 * p1 - 5 * p2 + 4 * p3 - p4) * t2;
t2 *= u;
res += (3 * p2 - 3 * p3 + p4 - p1) * t2;
return 0.5f * res;
}
private static float GetCorrectHeight(Thing thing)
{
float height = thing.Height / 2f;

View file

@ -10,6 +10,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.Geometry
public Vector3D v1;
public Vector3D v2;
public PixelColor color;
public readonly bool renderarrowhead;
// Constructors
public Line3D(Vector3D v1, Vector3D v2)
@ -17,6 +18,15 @@ namespace CodeImp.DoomBuilder.GZBuilder.Geometry
this.v1 = v1;
this.v2 = v2;
this.color = General.Colors.InfoLine;
this.renderarrowhead = true;
}
public Line3D(Vector3D v1, Vector3D v2, bool renderarrowhead)
{
this.v1 = v1;
this.v2 = v2;
this.color = General.Colors.InfoLine;
this.renderarrowhead = renderarrowhead;
}
public Line3D(Vector3D v1, Vector3D v2, PixelColor color)
@ -24,6 +34,15 @@ namespace CodeImp.DoomBuilder.GZBuilder.Geometry
this.v1 = v1;
this.v2 = v2;
this.color = color;
this.renderarrowhead = true;
}
public Line3D(Vector3D v1, Vector3D v2, PixelColor color, bool renderarrowhead)
{
this.v1 = v1;
this.v2 = v2;
this.color = color;
this.renderarrowhead = renderarrowhead;
}
public Vector3D GetDelta() { return v2 - v1; }

View file

@ -72,7 +72,7 @@ namespace CodeImp.DoomBuilder.Rendering
void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect);
void RenderRectangleFilled(RectangleF rect, PixelColor c, bool transformrect, ImageData texture);
void RenderLine(Vector2D start, Vector2D end, float thickness, PixelColor c, bool transformcoords);
void RenderArrows(List<Line3D> line); //mxd
void RenderArrows(ICollection<Line3D> line); //mxd
void RenderText(TextLabel text);
void RenderGeometry(FlatVertex[] vertices, ImageData texture, bool transformcoords);
void RenderHighlight(FlatVertex[] vertices, int color); //mxd

View file

@ -1698,44 +1698,57 @@ namespace CodeImp.DoomBuilder.Rendering
}
//mxd
public void RenderArrows(List<Line3D> lines)
public void RenderArrows(ICollection<Line3D> lines)
{
if(lines.Count == 0) return;
FlatVertex[] verts = new FlatVertex[lines.Count * 6]; //2 verts per line * 3 lines
int pointscount = 0;
foreach(Line3D line in lines) pointscount += (line.renderarrowhead ? 6 : 2); // 4 extra points for the arrowhead
if(pointscount < 2) return;
FlatVertex[] verts = new FlatVertex[pointscount];
float scaler = 16f / scale;
int color;
// Create verts array
for(int i = 0; i < lines.Count; i++)
pointscount = 0;
foreach(Line3D line in lines)
{
color = lines[i].color.ToInt();
color = line.color.ToInt();
// Calculate positions
Vector2D v1 = ((Vector2D)lines[i].v1).GetTransformed(translatex, translatey, scale, -scale); //start
Vector2D v2 = ((Vector2D)lines[i].v2).GetTransformed(translatex, translatey, scale, -scale); //end
Vector2D v1 = ((Vector2D)line.v1).GetTransformed(translatex, translatey, scale, -scale); //start
Vector2D v2 = ((Vector2D)line.v2).GetTransformed(translatex, translatey, scale, -scale); //end
float angle = lines[i].GetAngle();
Vector2D v3 = new Vector2D(lines[i].v2.x - scaler * (float)Math.Sin(angle - 0.46f), lines[i].v2.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
Vector2D v4 = new Vector2D(lines[i].v2.x - scaler * (float)Math.Sin(angle + 0.46f), lines[i].v2.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
// Add regular points
verts[pointscount].x = v1.x;
verts[pointscount].y = v1.y;
verts[pointscount].c = color;
pointscount++;
verts[i * 6].x = v1.x;
verts[i * 6].y = v1.y;
verts[i * 6].c = color;
verts[pointscount].x = v2.x;
verts[pointscount].y = v2.y;
verts[pointscount].c = color;
pointscount++;
verts[i * 6 + 1].x = v2.x;
verts[i * 6 + 1].y = v2.y;
verts[i * 6 + 1].c = color;
// Add arrowhead
if(line.renderarrowhead)
{
float angle = line.GetAngle();
Vector2D a1 = new Vector2D(line.v2.x - scaler * (float)Math.Sin(angle - 0.46f), line.v2.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
Vector2D a2 = new Vector2D(line.v2.x - scaler * (float)Math.Sin(angle + 0.46f), line.v2.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
verts[pointscount] = verts[pointscount - 1];
verts[pointscount + 1].x = a1.x;
verts[pointscount + 1].y = a1.y;
verts[pointscount + 1].c = color;
// Arrowhead
verts[i * 6 + 2] = verts[i * 6 + 1];
verts[i * 6 + 3].x = v3.x;
verts[i * 6 + 3].y = v3.y;
verts[i * 6 + 3].c = color;
verts[pointscount + 2] = verts[pointscount - 1];
verts[pointscount + 3].x = a2.x;
verts[pointscount + 3].y = a2.y;
verts[pointscount + 3].c = color;
verts[i * 6 + 4] = verts[i * 6 + 1];
verts[i * 6 + 5].x = v4.x;
verts[i * 6 + 5].y = v4.y;
verts[i * 6 + 5].c = color;
pointscount += 4;
}
}
// Write to buffer
@ -1761,7 +1774,7 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Shaders.Display2D.Begin();
graphics.Shaders.Display2D.BeginPass(1);
graphics.Device.SetStreamSource(0, vb, 0, FlatVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, lines.Count * 3);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
graphics.Shaders.Display2D.EndPass();
graphics.Shaders.Display2D.End();
vb.Dispose();

View file

@ -463,12 +463,8 @@ namespace CodeImp.DoomBuilder.Rendering
//mxd. Visual vertices
RenderVertices();
//mxd. LINKS
if (General.Settings.GZShowEventLines)
{
List<List<Line3D>> lines = LinksCollector.GetThingLinks(thingsbydistance);
if(lines != null) foreach(List<Line3D> list in lines) if(list.Count > 0) RenderArrows(list);
}
//mxd. Event lines
if(General.Settings.GZShowEventLines) RenderArrows(LinksCollector.GetThingLinks(thingsbydistance));
// ADDITIVE PASS
world = Matrix.Identity;
@ -662,23 +658,59 @@ namespace CodeImp.DoomBuilder.Rendering
}
//mxd
private void RenderArrows(List<Line3D> lines)
private void RenderArrows(ICollection<Line3D> lines)
{
//create vertices
WorldVertex[] verts = new WorldVertex[lines.Count * 6];
const float scaler = 20f;
// Calculate required points count
if(lines.Count == 0) return;
int pointscount = 0;
foreach(Line3D line in lines) pointscount += (line.renderarrowhead ? 6 : 2); // 4 extra points for the arrowhead
if(pointscount < 2) return;
for (int i = 0; i < lines.Count; i++)
//create vertices
WorldVertex[] verts = new WorldVertex[pointscount];
const float scaler = 20f;
int color;
pointscount = 0;
foreach(Line3D line in lines)
{
WorldVertex endPoint = new WorldVertex(lines[i].v2);
float nz = lines[i].GetDelta().GetNormal().z * scaler;
float angle = lines[i].GetAngle();
verts[i * 6] = new WorldVertex(lines[i].v1);
verts[i * 6 + 1] = endPoint;
verts[i * 6 + 2] = endPoint;
verts[i * 6 + 3] = new WorldVertex(new Vector3D(lines[i].v2.x - scaler * (float)Math.Sin(angle - 0.46f), lines[i].v2.y + scaler * (float)Math.Cos(angle - 0.46f), lines[i].v2.z - nz));
verts[i * 6 + 4] = endPoint;
verts[i * 6 + 5] = new WorldVertex(new Vector3D(lines[i].v2.x - scaler * (float)Math.Sin(angle + 0.46f), lines[i].v2.y + scaler * (float)Math.Cos(angle + 0.46f), lines[i].v2.z - nz));
color = line.color.ToInt();
// Add regular points
verts[pointscount].x = line.v1.x;
verts[pointscount].y = line.v1.y;
verts[pointscount].z = line.v1.z;
verts[pointscount].c = color;
pointscount++;
verts[pointscount].x = line.v2.x;
verts[pointscount].y = line.v2.y;
verts[pointscount].z = line.v2.z;
verts[pointscount].c = color;
pointscount++;
// Add arrowhead
if(line.renderarrowhead)
{
float nz = line.GetDelta().GetNormal().z * scaler;
float angle = line.GetAngle();
Vector3D a1 = new Vector3D(line.v2.x - scaler * (float)Math.Sin(angle - 0.46f), line.v2.y + scaler * (float)Math.Cos(angle - 0.46f), line.v2.z - nz);
Vector3D a2 = new Vector3D(line.v2.x - scaler * (float)Math.Sin(angle + 0.46f), line.v2.y + scaler * (float)Math.Cos(angle + 0.46f), line.v2.z - nz);
verts[pointscount] = verts[pointscount - 1];
verts[pointscount + 1].x = a1.x;
verts[pointscount + 1].y = a1.y;
verts[pointscount + 1].z = a1.z;
verts[pointscount + 1].c = color;
verts[pointscount + 2] = verts[pointscount - 1];
verts[pointscount + 3].x = a2.x;
verts[pointscount + 3].y = a2.y;
verts[pointscount + 3].z = a2.z;
verts[pointscount + 3].c = color;
pointscount += 4;
}
}
VertexBuffer vb = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * verts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
@ -694,18 +726,15 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.Device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
graphics.Device.SetRenderState(RenderState.DestinationBlend, Blend.SourceAlpha);
graphics.Shaders.World3D.BeginPass(16);
graphics.Shaders.World3D.BeginPass(15);
world = Matrix.Identity;
ApplyMatrices3D();
// Setup color
graphics.Shaders.World3D.VertexColor = lines[0].color.ToColorValue();
//render
graphics.Shaders.World3D.ApplySettings();
graphics.Device.SetStreamSource(0, vb, 0, WorldVertex.Stride);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, lines.Count * 3);
graphics.Device.DrawPrimitives(PrimitiveType.LineList, 0, pointscount / 2);
// Done
graphics.Shaders.World3D.EndPass();

View file

@ -200,6 +200,12 @@ float4 ps_constant_color(PixelData pd) : COLOR
return vertexColor;
}
//mxd: used to draw event lines
float4 ps_vertex_color(PixelData pd) : COLOR
{
return pd.color;
}
//mxd. dynamic light pixel shader pass, dood!
float4 ps_lightpass(LitPixelData pd) : COLOR
{
@ -318,8 +324,12 @@ technique SM20
PixelShader = compile ps_2_0 ps_main_highlight_fog();
}
pass p15 {} //mxd. need this only to maintain offset
//mxd. Used to render event lines
pass p15
{
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_vertex_color();
}
//mxd. Just fills everything with vertexColor. Used in ThingCage rendering.
pass p16

View file

@ -192,16 +192,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
//mxd
if(General.Settings.GZShowEventLines)
{
List<List<Line3D>> lines = GZBuilder.Data.LinksCollector.GetThingLinks(General.Map.ThingsFilter.VisibleThings);
if(lines != null)
{
lines[0].AddRange(eventlines);
foreach(List<Line3D> list in lines) if(list.Count > 0) renderer.RenderArrows(list);
}
else
{
renderer.RenderArrows(eventlines);
}
List<Line3D> lines = GZBuilder.Data.LinksCollector.GetThingLinks(General.Map.ThingsFilter.VisibleThings);
lines.AddRange(eventlines);
if(lines.Count > 0) renderer.RenderArrows(lines);
}
renderer.Finish();
@ -909,7 +902,56 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Map.Map.BeginAddRemove(); //mxd
// Dispose selected things
foreach(Thing t in selected) t.Dispose();
foreach(Thing t in selected)
{
//mxd. Do some path reconnecting shenanigans...
ThingTypeInfo info = General.Map.Data.GetThingInfo(t.Type);
string targetclass = string.Empty;
int targetarg = -1;
// Thing type can be changed in MAPINFO DoomEdNums block...
switch (info.ClassName.ToLowerInvariant())
{
case "interpolationpoint":
if(t.Tag != 0 && t.Args[3] != 0)
{
targetclass = "interpolationpoint";
targetarg = 3;
}
break;
case "patrolpoint":
if(t.Tag != 0 && t.Args[0] != 0)
{
targetclass = "patrolpoint";
targetarg = 0;
}
break;
}
// Try to reconnect path...
if(!string.IsNullOrEmpty(targetclass) && targetarg > -1)
{
General.Map.Map.EndAddRemove(); // We'll need to unlock the things array...
foreach(Thing other in General.Map.Map.Things)
{
if(other.Index == t.Index) continue;
info = General.Map.Data.GetThingInfo(other.Type);
if(info.ClassName.ToLowerInvariant() == targetclass && other.Args[targetarg] == t.Tag)
{
other.Move(other.Position); //hacky way to call BeforePropsChange()...
other.Args[targetarg] = t.Args[targetarg];
break;
}
}
General.Map.Map.BeginAddRemove(); // We'll need to lock it again...
}
// Get rid of the thing
t.Dispose();
}
General.Map.Map.EndAddRemove(); //mxd