#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.Interface; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using System.Drawing; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Controls; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { [EditMode(SwitchAction = "drawlinesmode", Volatile = true)] public class DrawGeometryMode : ClassicMode { #region ================== Structures private struct DrawnVertex { public Vector2D pos; public bool stitch; } #endregion #region ================== Constants private const float LINE_THICKNESS = 0.8f; #endregion #region ================== Variables // Mode to return to private EditMode basemode; // Drawing points private List points; // Keep track of view changes private float lastoffsetx; private float lastoffsety; private float lastscale; // Options private bool snaptogrid; // SHIFT to toggle private bool snaptonearest; // CTRL to enable #endregion #region ================== Properties // Just keep the base mode button checked public override string EditModeButtonName { get { return basemode.GetType().Name; } } #endregion #region ================== Constructor / Disposer // Constructor public DrawGeometryMode() { // Initialize this.basemode = General.Map.Mode; points = new List(); // No selection in this mode General.Map.Map.ClearAllSelected(); General.Map.Map.ClearAllMarks(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // Cancelled public override void Cancel() { // Cancel base class base.Cancel(); // Return to original mode Type t = basemode.GetType(); basemode = (EditMode)Activator.CreateInstance(t); General.Map.ChangeMode(basemode); } // Disenagaging public override void Disengage() { List newverts = new List(); List intersectverts = new List(); List newlines = new List(); List oldlines = new List(General.Map.Map.Linedefs); List insidesides = new List(); List mergeverts = new List(); List nonmergeverts = new List(General.Map.Map.Vertices); MapSet map = General.Map.Map; base.Disengage(); Cursor.Current = Cursors.AppStarting; General.Settings.FindDefaultDrawSettings(); // When not cancelled and points have been drawn if(!cancelled && (points.Count > 0)) { // Make undo for the draw General.Map.UndoRedo.CreateUndo("line draw", UndoGroup.None, 0); /***************************************************\ STEP 1: Create the new geometry \***************************************************/ // Make first vertex Vertex v1 = map.CreateVertex(points[0].pos); v1.Marked = true; // Keep references newverts.Add(v1); if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1); // Go for all other points for(int i = 1; i < points.Count; i++) { // Create vertex for point Vertex v2 = map.CreateVertex(points[i].pos); v2.Marked = true; // Keep references newverts.Add(v2); if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2); // Create line between point and previous Linedef ld = map.CreateLinedef(v1, v2); ld.Marked = true; ld.Selected = true; ld.ApplySidedFlags(); ld.UpdateCache(); newlines.Add(ld); // Should we split this line to merge with intersecting lines? if(points[i - 1].stitch && points[i].stitch) { // Check if any other lines intersect this line List intersections = new List(); Line2D measureline = ld.Line; foreach(Linedef ld2 in map.Linedefs) { // Intersecting? // We only keep the unit length from the start of the line and // do the real splitting later, when all intersections are known float u; if(ld2.Line.GetIntersection(measureline, out u)) { if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld)) intersections.Add(u); } } // Sort the intersections intersections.Sort(); // Go for all found intersections Linedef splitline = ld; foreach(float u in intersections) { // Calculate exact coordinates where to split // We use measureline for this, because the original line // may already have changed in length due to a previous split Vector2D splitpoint = measureline.GetCoordinatesAt(u); // Make the vertex Vertex splitvertex = map.CreateVertex(splitpoint); splitvertex.Marked = true; newverts.Add(splitvertex); mergeverts.Add(splitvertex); // <-- add to merge? intersectverts.Add(splitvertex); // The Split method ties the end of the original line to the given // vertex and starts a new line at the given vertex, so continue // splitting with the new line, because the intersections are sorted // from low to high (beginning at the original line start) splitline = splitline.Split(splitvertex); splitline.ApplySidedFlags(); newlines.Add(splitline); } } // Next v1 = v2; } // Join merge vertices so that overlapping vertices in the draw become one. MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE); // We prefer a closed polygon, because then we can determine the interior properly // Check if the two ends of the polygon are closed bool drawingclosed = false; if(newlines.Count > 0) { // When not closed, we will try to find a path to close it Linedef firstline = newlines[0]; Linedef lastline = newlines[newlines.Count - 1]; drawingclosed = (firstline.Start == lastline.End); if(!drawingclosed) { // First and last vertex stitch with geometry? if(points[0].stitch && points[points.Count - 1].stitch) { // Find out where they will stitch Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE); Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE); if((l1 != null) && (l2 != null)) { List shortestpath = null; // Same line? if(l1 == l2) { // Then just connect the two shortestpath = new List(); shortestpath.Add(new LinedefSide(l1, true)); } else { // Find the shortest, closest path between these lines List> paths = new List>(8); paths.Add(SectorTools.FindClosestPath(l1, true, l2, true, true)); paths.Add(SectorTools.FindClosestPath(l1, true, l2, false, true)); paths.Add(SectorTools.FindClosestPath(l1, false, l2, true, true)); paths.Add(SectorTools.FindClosestPath(l1, false, l2, false, true)); paths.Add(SectorTools.FindClosestPath(l2, true, l1, true, true)); paths.Add(SectorTools.FindClosestPath(l2, true, l1, false, true)); paths.Add(SectorTools.FindClosestPath(l2, false, l1, true, true)); paths.Add(SectorTools.FindClosestPath(l2, false, l1, false, true)); foreach(List p in paths) if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p; } // Found a path? if(shortestpath != null) { // Go for all vertices in the path to make additional lines v1 = firstline.Start; for(int i = 1; i < shortestpath.Count; i++) { // Get the next position Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position; // Make the new vertex Vertex v2 = map.CreateVertex(v2pos); v2.Marked = true; mergeverts.Add(v2); // Make the line Linedef ld = map.CreateLinedef(v1, v2); ld.Marked = true; ld.Selected = true; ld.ApplySidedFlags(); ld.UpdateCache(); newlines.Add(ld); // Next v1 = v2; } // Make the final line Linedef lld = map.CreateLinedef(v1, lastline.End); lld.Marked = true; lld.Selected = true; lld.ApplySidedFlags(); lld.UpdateCache(); newlines.Add(lld); // Drawing is now closed drawingclosed = true; // Join merge vertices so that overlapping vertices in the draw become one. MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE); } } } } } // Merge intersetion vertices with the new lines. This completes the // self intersections for which splits were made above. map.Update(true, false); MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null); MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null); /***************************************************\ STEP 2: Merge the new geometry \***************************************************/ // In step 3 we will make sectors on the front sides and join sectors on the // back sides, but because the user could have drawn counterclockwise or just // some weird polygon this could result in problems. The following code adjusts // the direction of all new lines so that their front (right) side is facing // the interior of the new drawn polygon. map.Update(true, false); foreach(Linedef ld in newlines) { // Find closest path starting with the front of this linedef List pathlines = SectorTools.FindClosestPath(ld, true, true); if(pathlines != null) { // Make polygon LinedefTracePath tracepath = new LinedefTracePath(pathlines); Polygon pathpoly = tracepath.MakePolygon(); // Check if the front of the line is outside the polygon if(!pathpoly.Intersect(ld.GetSidePoint(true))) { // Now trace from the back side of the line to see if // the back side lies in the interior. I don't want to // flip the line if it is not helping. // Find closest path starting with the back of this linedef pathlines = SectorTools.FindClosestPath(ld, false, true); if(pathlines != null) { // Make polygon tracepath = new LinedefTracePath(pathlines); pathpoly = tracepath.MakePolygon(); // Check if the back of the line is inside the polygon if(pathpoly.Intersect(ld.GetSidePoint(false))) { // We must flip this linedef to face the interior ld.FlipVertices(); ld.FlipSidedefs(); ld.UpdateCache(); } } } } } // Mark only the vertices that should be merged map.ClearMarkedVertices(false); foreach(Vertex v in mergeverts) v.Marked = true; // Before this point, the new geometry is not linked with the existing geometry. // Now perform standard geometry stitching to merge the new geometry with the rest // of the map. The marked vertices indicate the new geometry. map.StitchGeometry(); map.Update(true, false); // Find our new lines again, because they have been merged with the other geometry // but their Marked property is copied where they have joined. newlines = map.GetMarkedLinedefs(true); /***************************************************\ STEP 3: Join and create new sectors \***************************************************/ // The code below atempts to create sectors on the front sides of the drawn // geometry and joins sectors on the back sides of the drawn geometry. // This code does not change any geometry, it only makes/updates sidedefs. bool[] frontsdone = new bool[newlines.Count]; bool[] backsdone = new bool[newlines.Count]; for(int i = 0; i < newlines.Count; i++) { Linedef ld = newlines[i]; // Front not marked as done? if(!frontsdone[i]) { // Find a way to create a sector here List sectorlines = SectorTools.FindPotentialSectorAt(ld, true); if(sectorlines != null) { // Make the new sector Sector newsector = SectorTools.MakeSector(sectorlines); // Go for all sidedefs in this new sector foreach(Sidedef sd in newsector.Sidedefs) { // Keep list of sides inside created sectors insidesides.Add(sd); // Side matches with a side of our new lines? int lineindex = newlines.IndexOf(sd.Line); if(lineindex > -1) { // Mark this side as done if(sd.IsFront) frontsdone[lineindex] = true; else backsdone[lineindex] = true; } } } } // Back not marked as done? if(!backsdone[i]) { // Find a way to create a sector here List sectorlines = SectorTools.FindPotentialSectorAt(ld, false); if(sectorlines != null) { // We don't always want to create a new sector on the back sides // So first check if any of the surrounding lines originally have sidedefs Sidedef joinsidedef = null; foreach(LinedefSide ls in sectorlines) { if(ls.Front && (ls.Line.Front != null)) { joinsidedef = ls.Line.Front; break; } else if(!ls.Front && (ls.Line.Back != null)) { joinsidedef = ls.Line.Back; break; } } // Join? if(joinsidedef != null) { // Join the new sector Sector newsector = SectorTools.JoinSector(sectorlines, joinsidedef); // Go for all sidedefs in this new sector foreach(Sidedef sd in newsector.Sidedefs) { // Side matches with a side of our new lines? int lineindex = newlines.IndexOf(sd.Line); if(lineindex > -1) { // Mark this side as done if(sd.IsFront) frontsdone[lineindex] = true; else backsdone[lineindex] = true; } } } } } } // Make corrections for backward linedefs MapSet.FlipBackwardLinedefs(newlines); // Remove all unneeded textures foreach(Linedef ld in newlines) { if(ld.Front != null) ld.Front.RemoveUnneededTextures(true); if(ld.Back != null) ld.Back.RemoveUnneededTextures(true); } foreach(Sidedef sd in insidesides) { sd.RemoveUnneededTextures(true); } // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Update cached values map.Update(); // Map is changed General.Map.IsChanged = true; } // Hide highlight info General.Interface.HideInfo(); // Done Cursor.Current = Cursors.Default; } // This checks if the view offset/zoom changed and updates the check protected bool CheckViewChanged() { bool viewchanged = false; // View changed? if(renderer.OffsetX != lastoffsetx) viewchanged = true; if(renderer.OffsetY != lastoffsety) viewchanged = true; if(renderer.Scale != lastscale) viewchanged = true; // Keep view information lastoffsetx = renderer.OffsetX; lastoffsety = renderer.OffsetY; lastscale = renderer.Scale; // Return result return viewchanged; } // This redraws the display public override void RedrawDisplay() { // Render lines if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.SetThingsRenderOrder(false); renderer.RenderThingSet(General.Map.Map.Things); renderer.Finish(); } // Normal update Update(); } // This updates the dragging private void Update() { PixelColor stitchcolor = General.Colors.Highlight; PixelColor losecolor = General.Colors.Selection; PixelColor color; snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex lastp = new DrawnVertex(); DrawnVertex curp = GetCurrentPosition(); float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale; float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale; // Render drawing lines if(renderer.StartOverlay(true)) { // Go for all points to draw lines if(points.Count > 0) { // Render lines lastp = points[0]; for(int i = 1; i < points.Count; i++) { // Determine line color if(lastp.stitch && points[i].stitch) color = stitchcolor; else color = losecolor; // Render line renderer.RenderLine(lastp.pos, points[i].pos, LINE_THICKNESS, color, true); lastp = points[i]; } // Determine line color if(lastp.stitch && snaptonearest) color = stitchcolor; else color = losecolor; // Render line to cursor renderer.RenderLine(lastp.pos, curp.pos, LINE_THICKNESS, color, true); // Render vertices for(int i = 0; i < points.Count; i++) { // Determine line color if(points[i].stitch) color = stitchcolor; else color = losecolor; // Render line renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); } } // Determine point color if(snaptonearest) color = stitchcolor; else color = losecolor; // Render vertex at cursor renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); // Done renderer.Finish(); } // Done renderer.Present(); } // This gets the aligned and snapped draw position private DrawnVertex GetCurrentPosition() { DrawnVertex p = new DrawnVertex(); // Snap to nearest? if(snaptonearest) { float vrange = VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale; // Go for all drawn points foreach(DrawnVertex v in points) { Vector2D delta = mousemappos - v.pos; if(delta.GetLengthSq() < (vrange * vrange)) { p.pos = v.pos; p.stitch = true; return p; } } // Try the nearest vertex Vertex nv = General.Map.Map.NearestVertexSquareRange(mousemappos, vrange); if(nv != null) { p.pos = nv.Position; p.stitch = true; return p; } // Try the nearest linedef Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, LinedefsMode.LINEDEF_HIGHLIGHT_RANGE / renderer.Scale); if(nl != null) { // Snap to grid? if(snaptogrid) { // Get grid intersection coordinates List coords = nl.GetGridIntersections(); // Find nearest grid intersection float found_distance = float.MaxValue; Vector2D found_coord = new Vector2D(); foreach(Vector2D v in coords) { Vector2D delta = mousemappos - v; if(delta.GetLengthSq() < found_distance) { found_distance = delta.GetLengthSq(); found_coord = v; } } // Align to the closest grid intersection p.pos = found_coord; p.stitch = true; return p; } else { // Aligned to line p.pos = nl.NearestOnLine(mousemappos); p.stitch = true; return p; } } } // Snap to grid? if(snaptogrid) { // Aligned to grid p.pos = General.Map.Grid.SnappedToGrid(mousemappos); p.stitch = snaptonearest; return p; } else { // Normal position p.pos = mousemappos; p.stitch = snaptonearest; return p; } } // Mouse moving public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); Update(); } // Drawing a point [BeginAction("drawpoint")] public void DrawPoint() { // Mouse inside window? if(General.Interface.MouseInDisplay) { points.Add(GetCurrentPosition()); Update(); // Check if point stitches with the first if((points.Count > 1) && (points[points.Count - 1].stitch)) { Vector2D p1 = points[0].pos; Vector2D p2 = points[points.Count - 1].pos; Vector2D delta = p1 - p2; if((Math.Abs(delta.x) <= 0.001f) && (Math.Abs(delta.y) <= 0.001f)) { // Finish drawing FinishDraw(); } } } } // Remove a point [BeginAction("removepoint")] public void RemovePoint() { if(points.Count > 0) points.RemoveAt(points.Count - 1); Update(); } // Finish drawing [BeginAction("finishdraw")] public void FinishDraw() { // Just return to base mode, Disengage will be called automatically. General.Map.ChangeMode(basemode); } // When a key is released public override void KeyUp(KeyEventArgs e) { base.KeyUp(e); if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } // When a key is pressed public override void KeyDown(KeyEventArgs e) { base.KeyDown(e); if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } #endregion } }