#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 CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { [EditMode(SwitchAction = "visualmode", // Action name used to switch to this mode ButtonDesc = "Visual Mode", // Description on the button in toolbar/menu ButtonImage = "VisualMode.png", // Image resource name for the button ButtonOrder = 0)] // Position of the button (lower is more to the left) public class BaseVisualMode : VisualMode { #region ================== Constants #endregion #region ================== Variables // All constructed visual sectors private Dictionary allsectors; // List of visible sectors private Dictionary visiblesectors; // Visual view range ^ 2 private float visualviewrange2; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualMode() { // Initialize allsectors = new Dictionary(General.Map.Map.Sectors.Count); visiblesectors = new Dictionary(); visualviewrange2 = General.Settings.VisualViewRange * General.Settings.VisualViewRange; // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up foreach(KeyValuePair s in allsectors) s.Value.Dispose(); visiblesectors = null; allsectors = null; // Done base.Dispose(); } } #endregion #region ================== Private Tools // This finds the nearest sector to the camera private Sector FindStartSector(Vector2D campos) { float side; Linedef l; // Get nearest linedef l = General.Map.Map.NearestLinedef(campos); if(l != null) { // Check if we are on front or back side side = l.SideOfLine(campos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) return l.Back.Sector; else if(l.Front != null) return l.Front.Sector; else return null; } else { // Is there a sidedef here? if(l.Front != null) return l.Front.Sector; else if(l.Back != null) return l.Back.Sector; else return null; } } else return null; } // This recursively finds and adds visible sectors private void ProcessVisibleSectors(Sector start, Vector2D campos, Clipper clipper) { BaseVisualSector vs; Clipper newclip; Sector os; float side; // Find the basesector and make it if needed if(allsectors.ContainsKey(start)) { // Take existing visualsector vs = allsectors[start]; } else { // Make new visualsector vs = new BaseVisualSector(start); allsectors.Add(start, vs); } // Add sector to visibility list visiblesectors.Add(start, vs); // Go for all sidedefs in the sector foreach(Sidedef sd in start.Sidedefs) { // Camera on the front of this side? side = sd.Line.SideOfLine(campos); if(((side > 0) && sd.IsFront) || ((side < 0) && !sd.IsFront)) { // Sidedef blocking the view? if((sd.Other == null) || (sd.Other.Sector.FloorHeight >= (sd.Sector.CeilHeight - 0.0001f)) || (sd.Other.Sector.CeilHeight <= (sd.Sector.FloorHeight + 0.0001f)) || (sd.Other.Sector.FloorHeight >= (sd.Other.Sector.CeilHeight - 0.0001f))) { // This blocks the view //clipper.InsertRange(sd.Line.Start.Position, sd.Line.End.Position); } } } // Go for all sidedefs in the sector foreach(Sidedef sd in start.Sidedefs) { // Doublesided and not referring to same sector? if((sd.Other != null) && (sd.Other.Sector != sd.Sector)) { // Get the other sector os = sd.Other.Sector; // Sector not yet added? if(!visiblesectors.ContainsKey(os)) { // Within view range? if(sd.Line.DistanceToSq(campos, true) < visualviewrange2) { // Check if the sector can be seen //if(clipper.TestRange(sd.Line.Start.Position, sd.Line.End.Position)) { // Make a copy of the visibility clipper newclip = new Clipper(clipper); // Process this sector as well ProcessVisibleSectors(os, campos, newclip); // Done with this clipper newclip.Dispose(); } } } } } } #endregion #region ================== Methods // This draws a frame public override void OnRedrawDisplay() { // Start drawing if(renderer.Start()) { // Begin with geometry renderer.StartGeometry(); // Render all visible sectors foreach(KeyValuePair vs in visiblesectors) renderer.RenderGeometry(vs.Value); // Done rendering geometry renderer.FinishGeometry(); // Present! renderer.Finish(); } // Call base base.OnRedrawDisplay(); } // This processes a frame public override void OnProcess() { Vector2D campos; Clipper clipper; // Process base class first base.OnProcess(); // Get the 2D camera position campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y); // Make visibility clipper clipper = new Clipper((Vector2D)base.CameraPosition); // Make new visibility list visiblesectors = new Dictionary(General.Map.Map.Sectors.Count); // Process all visible sectors starting with the nearest ProcessVisibleSectors(FindStartSector(campos), campos, clipper); // Clean up clipper.Dispose(); } #endregion } }