using System.Collections.Generic; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.GZBuilder.Geometry; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.VisualModes; namespace CodeImp.DoomBuilder.GZBuilder.Data { public static class LinksCollector { private class SpecialThings { public readonly Dictionary> PatrolPoints; // PatrolPoint tag, list of PatrolPoints public readonly Dictionary> InterpolationPoints; // InterpolationPoint tag, list of InterpolationPoints public readonly List ThingsWithGoal; public readonly List Cameras; public readonly Dictionary> ActorMovers; // ActorMover target tag, list of ActorMovers public readonly List PathFollowers; public readonly Dictionary> PolyobjectAnchors; //angle, list of PolyobjectAnchors public readonly Dictionary> PolyobjectStartSpots; //angle, list of PolyobjectStartSpots public SpecialThings() { PatrolPoints = new Dictionary>(); InterpolationPoints = new Dictionary>(); ThingsWithGoal = new List(); Cameras = new List(); ActorMovers = new Dictionary>(); PathFollowers = new List(); PolyobjectAnchors = new Dictionary>(); PolyobjectStartSpots = new Dictionary>(); } } private class PathNode { private readonly Thing thing; private readonly Vector3D position; private readonly Dictionary nextnodes; private readonly Dictionary prevnodes; public Thing Thing { get { return thing; } } public Dictionary NextNodes { get { return nextnodes; } } // Thing index, PathNode public Dictionary PreviousNodes { get { return prevnodes; } } // Thing index, PathNode public Vector3D Position { get { return position; } } public bool IsCurved; public PathNode(Thing t, VisualBlockMap blockmap) { thing = t; position = new Vector3D(t.Position, (blockmap != null ? t.Position.z + GetCorrectHeight(t, blockmap) : t.Position.z)); nextnodes = new Dictionary(); prevnodes = new Dictionary(); } internal void PropagateCurvedFlag() { if(!IsCurved) return; foreach(PathNode node in nextnodes.Values) { if(node.IsCurved) continue; node.IsCurved = true; node.PropagateCurvedFlag(); } foreach(PathNode node in prevnodes.Values) { if(node.IsCurved) continue; node.IsCurved = true; node.PropagateCurvedFlag(); } } } public static List GetThingLinks(IEnumerable things) { return GetThingLinks(things, null); } public static List GetThingLinks(IEnumerable things, VisualBlockMap blockmap) { return GetThingLinks(GetSpecialThings(things, blockmap), blockmap); } private static SpecialThings GetSpecialThings(IEnumerable things, VisualBlockMap blockmap) { SpecialThings result = new SpecialThings(); // Process oh so special things foreach(Thing t in things) { ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type); if(info == null) continue; switch(info.ClassName.ToLowerInvariant()) { case "patrolpoint": if(t.Tag != 0 || t.Args[0] != 0) { if(!result.PatrolPoints.ContainsKey(t.Tag)) result.PatrolPoints.Add(t.Tag, new List()); result.PatrolPoints[t.Tag].Add(t); } break; case "$polyanchor": if(!result.PolyobjectAnchors.ContainsKey(t.AngleDoom)) result.PolyobjectAnchors[t.AngleDoom] = new List(); result.PolyobjectAnchors[t.AngleDoom].Add(t); break; case "$polyspawn": case "$polyspawncrush": case "$polyspawnhurt": if(!result.PolyobjectStartSpots.ContainsKey(t.AngleDoom)) result.PolyobjectStartSpots[t.AngleDoom] = new List(); result.PolyobjectStartSpots[t.AngleDoom].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 of these actors... foreach(Thing t in General.Map.ThingsFilter.VisibleThings) { ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type); if(info == null) continue; switch(info.ClassName.ToLowerInvariant()) { case "interpolationpoint": if(!result.InterpolationPoints.ContainsKey(t.Tag)) result.InterpolationPoints.Add(t.Tag, new List()); result.InterpolationPoints[t.Tag].Add(new PathNode(t, blockmap)); 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()); result.ActorMovers[t.Args[3]].Add(t); } break; } } return result; } private static List GetThingLinks(SpecialThings result, VisualBlockMap blockmap) { var lines = new List(); var actormovertargets = new Dictionary>(); // Get ActorMover targets if(result.ActorMovers.Count > 0) { foreach(Thing t in General.Map.Map.Things) { if(t.Tag == 0 || !result.ActorMovers.ContainsKey(t.Tag)) continue; if(!actormovertargets.ContainsKey(t.Tag)) actormovertargets[t.Tag] = new List(); actormovertargets[t.Tag].Add(t); } } Vector3D start, end; // Process patrol points foreach(KeyValuePair> group in result.PatrolPoints) { foreach(Thing t in group.Value) { if(!result.PatrolPoints.ContainsKey(t.Args[0])) continue; start = t.Position; start.z += GetCorrectHeight(t, blockmap); foreach(Thing tt in result.PatrolPoints[t.Args[0]]) { end = tt.Position; end.z += GetCorrectHeight(tt, blockmap); lines.Add(new Line3D(start, end)); } } } // Process things with Thing_SetGoal foreach(Thing t in result.ThingsWithGoal) { if(!result.PatrolPoints.ContainsKey(t.Args[1])) continue; start = t.Position; start.z += GetCorrectHeight(t, blockmap); foreach(Thing tt in result.PatrolPoints[t.Args[1]]) { end = tt.Position; end.z += GetCorrectHeight(tt, blockmap); lines.Add(new Line3D(start, end, General.Colors.Selection)); } } // Process cameras [CAN USE INTERPOLATION] foreach(Thing t in result.Cameras) { 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; start.z += GetCorrectHeight(t, blockmap); foreach(PathNode node in result.InterpolationPoints[targettag]) { node.IsCurved = interpolatepath; lines.Add(new Line3D(start, node.Position, General.Colors.Selection)); } } //process actor movers [CAN USE INTERPOLATION] foreach(List things in result.ActorMovers.Values) { foreach(Thing t in things) { int targettag = t.Args[0] + (t.Args[1] << 8); // Add interpolation point targets if(targettag != 0 && result.InterpolationPoints.ContainsKey(targettag)) { bool interpolatepath = ((t.Args[2] & 1) != 1); start = t.Position; start.z += GetCorrectHeight(t, blockmap); 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; start.z += GetCorrectHeight(t, blockmap); foreach(Thing tt in actormovertargets[t.Args[3]]) { end = tt.Position; end.z += GetCorrectHeight(tt, blockmap); lines.Add(new Line3D(start, end, General.Colors.Selection)); } } } } // Process path followers [CAN USE INTERPOLATION] foreach(Thing t in result.PathFollowers) { 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; start.z += GetCorrectHeight(t, blockmap); foreach(PathNode node in result.InterpolationPoints[targettag]) { node.IsCurved = interpolatepath; lines.Add(new Line3D(start, node.Position, General.Colors.Selection)); } } // Process polyobjects foreach(KeyValuePair> group in result.PolyobjectAnchors) { if(!result.PolyobjectStartSpots.ContainsKey(group.Key)) continue; foreach(Thing anchor in group.Value) { start = anchor.Position; start.z += GetCorrectHeight(anchor, blockmap); foreach(Thing startspot in result.PolyobjectStartSpots[group.Key]) { end = startspot.Position; end.z += GetCorrectHeight(startspot, blockmap); lines.Add(new Line3D(start, end, General.Colors.Selection)); } } } // Process interpolation points [CAN BE INTERPOLATED] // 1. Connect PathNodes foreach(KeyValuePair> 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]) { // Connect both ways if(!node.NextNodes.ContainsKey(targetnode.Thing.Index)) node.NextNodes.Add(targetnode.Thing.Index, targetnode); if(!targetnode.PreviousNodes.ContainsKey(node.Thing.Index)) targetnode.PreviousNodes.Add(node.Thing.Index, node); } } } // 2. Propagate IsCurved flag foreach(KeyValuePair> group in result.InterpolationPoints) { foreach(PathNode node in group.Value) node.PropagateCurvedFlag(); } // 3. Make lines HashSet processedindices = new HashSet(); foreach(KeyValuePair> group in result.InterpolationPoints) { foreach(PathNode node in group.Value) { // Draw as a curve? if(node.IsCurved && !processedindices.Contains(node.Thing.Index) && node.NextNodes.Count > 0 && node.PreviousNodes.Count > 0) { PathNode prev = General.GetByIndex(node.PreviousNodes, 0).Value; PathNode next = General.GetByIndex(node.NextNodes, 0).Value; if(next.NextNodes.Count > 0) { PathNode nextnext = General.GetByIndex(next.NextNodes, 0).Value; // Generate curve points List points = new List(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), (blockmap == null ? 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; } // Required only when called from VisualMode private static float GetCorrectHeight(Thing thing, VisualBlockMap blockmap) { if(blockmap == null) return 0f; float height = thing.Height / 2f; if(thing.Sector == null) thing.DetermineSector(blockmap); if(thing.Sector != null) height += thing.Sector.FloorHeight; return height; } } }