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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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@ Added some code that I helps fixing some triangulation issues, but now it breaks other shapes. Also added test cases so I can figure this out later.
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9 changed files with 54 additions and 25 deletions
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@ -126,7 +126,9 @@ namespace CodeImp.DoomBuilder.Geometry
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// This adds to reflexes list
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public void AddReflex(LinkedList<EarClipVertex> reflexes)
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{
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#if DEBUG
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if(vertslink == null) throw new Exception();
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#endif
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if(reflexlink == null) reflexlink = reflexes.AddLast(this);
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}
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@ -140,7 +142,9 @@ namespace CodeImp.DoomBuilder.Geometry
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// This adds to eartips list
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internal void AddEarTip(LinkedList<EarClipVertex> eartips)
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{
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#if DEBUG
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if(vertslink == null) throw new Exception();
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#endif
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if(eartiplink == null) eartiplink = eartips.AddLast(this);
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}
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@ -613,7 +613,7 @@ namespace CodeImp.DoomBuilder.Geometry
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// This clips a polygon and returns the triangles
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// The polygon may not have any holes or islands
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/// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
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// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
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private int DoEarClip(EarClipPolygon poly, List<Vector2D> verticeslist, List<Sidedef> sidedefslist)
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{
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LinkedList<EarClipVertex> verts = new LinkedList<EarClipVertex>();
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@ -720,7 +720,8 @@ namespace CodeImp.DoomBuilder.Geometry
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// Test first neighbour
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t1 = GetTriangle(v1);
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if(IsReflex(t1))
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bool t1a = true; //TriangleHasArea(t1);
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if(t1a && IsReflex(t1))
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{
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// List as reflex if not listed yet
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if(!v1.IsReflex) v1.AddReflex(reflexes);
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@ -734,7 +735,8 @@ namespace CodeImp.DoomBuilder.Geometry
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// Test second neighbour
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t2 = GetTriangle(v2);
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if(IsReflex(t2))
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bool t2a = true; //TriangleHasArea(t2);
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if(t2a && IsReflex(t2))
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{
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// List as reflex if not listed yet
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if(!v2.IsReflex) v2.AddReflex(reflexes);
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@ -747,8 +749,8 @@ namespace CodeImp.DoomBuilder.Geometry
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}
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// Check if any neightbour have become a valid or invalid ear
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if(!v1.IsReflex && CheckValidEar(t1, reflexes)) v1.AddEarTip(eartips); else v1.RemoveEarTip();
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if(!v2.IsReflex && CheckValidEar(t2, reflexes)) v2.AddEarTip(eartips); else v2.RemoveEarTip();
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if(!v1.IsReflex && (!t1a || CheckValidEar(t1, reflexes))) v1.AddEarTip(eartips); else v1.RemoveEarTip();
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if(!v2.IsReflex && (!t2a || CheckValidEar(t2, reflexes))) v2.AddEarTip(eartips); else v2.RemoveEarTip();
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}
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#if DEBUG
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@ -810,8 +812,8 @@ namespace CodeImp.DoomBuilder.Geometry
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float lineside12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p.Value.Position);
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float lineside20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p.Value.Position);
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// If any of the lineside results are 0 then that means the point lies on that edge and we
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// need to test if the lines adjacent to the point are in the triangle or not.
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// If any of the lineside results are 0 then that means the point p lies on that edge and we
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// need to test if the lines adjacent to the point p are in the triangle or not.
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// If the lines are intersecting the triangle, we also consider the point inside.
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if((lineside01 == 0.0f) || (lineside12 == 0.0f) || (lineside20 == 0.0f))
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{
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@ -834,18 +836,30 @@ namespace CodeImp.DoomBuilder.Geometry
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}
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// This checks if a line is inside a triangle (touching the triangle is allowed)
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// NOTE: Does NOT check if p1 is inside the triangle, because we only use the
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// method when point-in-triangle is already tested for p1
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// NOTE: We already know p1 is on an edge of the triangle.
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private bool LineInsideTriangle(EarClipVertex[] t, Vector2D p1, Vector2D p2)
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{
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float s01 = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2);
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float s12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2);
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float s20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2);
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// Test if p2 is inside the triangle
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if((Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2) < 0.0f) &&
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(Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2) < 0.0f) &&
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(Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2) < 0.0f))
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if((s01 < 0.0f) && (s12 < 0.0f) && (s20 < 0.0f))
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{
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// Line is inside triangle, because p2 is
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return true;
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}
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// Test if p2 is on an edge of the triangle
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else if((s01 == 0.0f) || (s12 == 0.0f) || (s20 == 0.0f))
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{
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// The line is inside the triangle if p2 is not on the same edge as p1,
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// because only then the line has to go across the surface of the triangle.
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bool sameedge = (p1 == p2);
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sameedge |= (s01 == 0.0f) && (Line2D.GetSideOfLine(t[0].Position, t[1].Position, p1) == 0.0f);
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sameedge |= (s12 == 0.0f) && (Line2D.GetSideOfLine(t[1].Position, t[2].Position, p1) == 0.0f);
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sameedge |= (s20 == 0.0f) && (Line2D.GetSideOfLine(t[2].Position, t[0].Position, p1) == 0.0f);
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return !sameedge;
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}
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else
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{
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// Test for line intersections
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@ -857,11 +871,11 @@ namespace CodeImp.DoomBuilder.Geometry
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// Test intersections
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t01.GetIntersection(p, out pu, out pt);
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if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f)) return true;
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if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
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t12.GetIntersection(p, out pu, out pt);
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if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f)) return true;
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if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
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t20.GetIntersection(p, out pu, out pt);
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return !float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f);
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return !float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f);
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}
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}
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@ -235,6 +235,7 @@
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<EmbeddedResource Include="Resources\HeightsMode.png" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ClassicModes\TriangulatorMode.cs" />
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<Compile Include="ErrorChecks\CheckMissingTextures.cs" />
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<Compile Include="ErrorChecks\CheckUnknownTextures.cs" />
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<Compile Include="ErrorChecks\ResultNoErrors.cs" />
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@ -380,7 +380,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// This shows a line
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private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c)
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{
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for(int a = 0; a < 6; a++)
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for(int a = 0; a < 3; a++)
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{
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OnRedrawDisplay();
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Thread.Sleep(20);
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@ -402,7 +402,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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// Wait a bit
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Thread.Sleep(60);
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Thread.Sleep(50);
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Application.DoEvents();
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}
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}
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@ -416,7 +416,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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// Go for all vertices in the polygon
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while(v != null)
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{
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for(int a = 0; a < 10; a++)
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for(int a = 0; a < 5; a++)
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{
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// Start with a clear display
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@ -434,7 +434,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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renderer.Present();
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}
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Thread.Sleep(20);
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Thread.Sleep(10);
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// Start with a clear display
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if(renderer.StartPlotter(true))
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@ -452,7 +452,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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// Wait a bit
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Thread.Sleep(60);
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Thread.Sleep(40);
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Application.DoEvents();
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}
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@ -506,7 +506,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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EarClipVertex prev, first;
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for(int a = 0; a < 5; a++)
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for(int a = 0; a < 8; a++)
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{
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// Start with a clear display
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if(renderer.StartPlotter(true))
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@ -543,7 +543,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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renderer.Finish();
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renderer.Present();
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}
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Thread.Sleep(50);
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Thread.Sleep(60);
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Application.DoEvents();
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// Start with a clear display
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@ -573,7 +573,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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renderer.Finish();
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renderer.Present();
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}
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Thread.Sleep(20);
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Thread.Sleep(40);
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}
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}
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@ -76,6 +76,16 @@ thingsmode
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allowscroll = true;
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}
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triangulatormode
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{
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title = "Triangulator Mode";
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category = "modes";
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description = "Debug stuff";
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allowkeys = true;
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allowmouse = true;
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allowscroll = true;
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}
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drawlinesmode
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{
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title = "Start Drawing";
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Tests/Triangulation/triangulation_b.wad
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Tests/Triangulation/triangulation_b.wad
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Tests/Triangulation/triangulation_k.png
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Tests/Triangulation/triangulation_k.png
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Tests/Triangulation/triangulation_p.png
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Tests/Triangulation/triangulation_p.png
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Tests/Triangulation/triangulation_p.wad
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Tests/Triangulation/triangulation_p.wad
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