#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using System.Threading; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { #if DEBUG [EditMode(DisplayName = "Triangulator Mode", SwitchAction = "triangulatormode", // Action name used to switch to this mode ButtonImage = "TriangulatorMode.png", // Image resource name for the button ButtonOrder = int.MaxValue)] // Position of the button (lower is more to the left) public class TriangulatorMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; // Labels private ICollection labelpos; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public TriangulatorMode() { } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Methods // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Editing.ChangeMode(new SectorsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Check which mode we are switching to if(General.Editing.NewMode is VerticesMode) { // Convert selection to vertices // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } else if(General.Editing.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public unsafe override void OnRedrawDisplay() { // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); } // Render labels /* if(renderer.StartOverlay(true)) { if(labelpos != null) { foreach(LabelPositionInfo lb in labelpos) renderer.RenderRectangleFilled(new RectangleF(lb.position.x - lb.radius / 2, lb.position.y - lb.radius / 2, lb.radius, lb.radius), General.Colors.Indication, true); } renderer.Finish(); } */ // Do not show things if(renderer.StartThings(true)) { renderer.Finish(); } renderer.RedrawSurface(); renderer.Present(); } // This highlights a new item protected void Highlight(Sector s) { // Redraw lines if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); // Done renderer.Finish(); } // Render labels /* if(renderer.StartOverlay(true)) { if(labelpos != null) { foreach(LabelPositionInfo lb in labelpos) renderer.RenderRectangleFilled(new RectangleF(lb.position.x - lb.radius / 2, lb.position.y - lb.radius / 2, lb.radius, lb.radius), General.Colors.Indication, true); } renderer.Finish(); } */ renderer.Present(); // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); // Check on which side of the linedef the mouse is float side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) { // Highlight if not the same if(l.Back.Sector != highlighted) Highlight(l.Back.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } else { // Is there a sidedef here? if(l.Front != null) { // Highlight if not the same if(l.Front.Sector != highlighted) Highlight(l.Front.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } // Mouse button pressed public override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); bool front, back; // Edit button is used? if(General.Actions.CheckActionActive(null, "classicedit")) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Make update lines selection foreach(Sidedef sd in highlighted.Sidedefs) { if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false; if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false; sd.Line.Selected = front | back; } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } } } // Mouse released public override void OnMouseUp(MouseEventArgs e) { ICollection selected; PixelColor c; base.OnMouseUp(e); // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { Sector s = highlighted; // Remove highlight to avoid confusion Highlight(null); // Get a triangulator and bind events Triangulation t = new Triangulation(); t.OnShowPolygon = ShowPolygon; t.OnShowEarClip = ShowEarClip; //t.OnShowRemaining = ShowRemaining; t.Triangulate(s); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all triangle vertices to render the inside lines only for(int i = 0; i < t.Vertices.Count; i += 3) { if(t.Sidedefs[i + 0] == null) renderer.PlotLine(t.Vertices[i + 0], t.Vertices[i + 1], PixelColor.FromColor(Color.DeepSkyBlue)); if(t.Sidedefs[i + 1] == null) renderer.PlotLine(t.Vertices[i + 1], t.Vertices[i + 2], PixelColor.FromColor(Color.DeepSkyBlue)); if(t.Sidedefs[i + 2] == null) renderer.PlotLine(t.Vertices[i + 2], t.Vertices[i + 0], PixelColor.FromColor(Color.DeepSkyBlue)); } // Go for all triangle vertices to renderthe outside lines only for(int i = 0; i < t.Vertices.Count; i += 3) { if(t.Sidedefs[i + 0] != null) renderer.PlotLine(t.Vertices[i + 0], t.Vertices[i + 1], PixelColor.FromColor(Color.Red)); if(t.Sidedefs[i + 1] != null) renderer.PlotLine(t.Vertices[i + 1], t.Vertices[i + 2], PixelColor.FromColor(Color.Red)); if(t.Sidedefs[i + 2] != null) renderer.PlotLine(t.Vertices[i + 2], t.Vertices[i + 0], PixelColor.FromColor(Color.Red)); } // Done renderer.Finish(); renderer.Present(); Thread.Sleep(200); } } } // This shows a point private void ShowPoint(Vector2D v, int c) { for(int a = 0; a < 6; a++) { OnRedrawDisplay(); Thread.Sleep(20); Application.DoEvents(); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show the point renderer.PlotVertexAt(v, c); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(60); } } // This shows a line private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c) { for(int a = 0; a < 3; a++) { OnRedrawDisplay(); Thread.Sleep(20); Application.DoEvents(); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show the line renderer.PlotLine(v1, v2, c); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(50); Application.DoEvents(); } } // This shows a polygon private void ShowPolygon(LinkedList p) { LinkedListNode v = p.First; LinkedListNode v2 = p.Last; // Go for all vertices in the polygon while(v != null) { for(int a = 0; a < 1; a++) { // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show line renderer.PlotLine(v.Value.Position, v2.Value.Position, PixelColor.FromColor(Color.White)); // Done renderer.Finish(); renderer.Present(); } //Thread.Sleep(10); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show line renderer.PlotLine(v.Value.Position, v2.Value.Position, PixelColor.FromColor(Color.Red)); // Done renderer.Finish(); renderer.Present(); } // Wait a bit //Thread.Sleep(40); Application.DoEvents(); } v2 = v; v = v.Next; } } // This shows a polygon private void ShowRemaining(LinkedList remains) { LinkedListNode v; for(int a = 0; a < 100; a++) { OnRedrawDisplay(); Thread.Sleep(10); Application.DoEvents(); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all vertices in the polygon v = remains.First; while(v != null) { // Show the line if(v.Next != null) renderer.PlotLine(v.Value.Position, v.Next.Value.Position, PixelColor.FromColor(Color.Yellow)); v = v.Next; } // Show last line as well renderer.PlotLine(remains.Last.Value.Position, remains.First.Value.Position, PixelColor.FromColor(Color.Yellow)); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(60); } } // This shows a polygon private void ShowEarClip(EarClipVertex[] found, LinkedList remains) { EarClipVertex prev, first; for(int a = 0; a < 2; a++) { // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all remaining vertices prev = null; first = null; foreach(EarClipVertex v in remains) { // Show the line if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.Yellow)); if(prev == null) first = v; prev = v; if(v.IsReflex) renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION); else renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES); } if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.Yellow)); if(found != null) { renderer.PlotLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.BlueViolet)); renderer.PlotLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.BlueViolet)); renderer.PlotLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.BlueViolet)); renderer.PlotVertexAt(found[1].Position, ColorCollection.INDICATION); } // Done renderer.Finish(); renderer.Present(); } Thread.Sleep(10); Application.DoEvents(); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all remaining vertices prev = null; first = null; foreach(EarClipVertex v in remains) { // Show the line if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.Yellow)); if(prev == null) first = v; prev = v; if(v.IsReflex) renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION); else renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES); } if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.Yellow)); // Done renderer.Finish(); renderer.Present(); } //Thread.Sleep(10); } } #endregion } #endif }