mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
0e78e6d39f
Added, Tag Explorer plugin: a separate category for each generalized/predefined effect is now created when "Sort by action special" sort mode is used. Added, Edit Effect window: normal and generalized effects can now be set at the same time. Fixed, Edit Action window: in some cases Generalized actions were incorrectly processed. Fixed, Edit Effect window: in some cases Generalized effects were incorrectly processed. Fixed, Select Similar window: Tab control was incorrectly anchored. Fixed, Nodes Viewer mode, cosmetic: segs angles were calculated incorrectly when showing nodes in classic format. Fixed: HiRes textures, which didn't override any texture or flat were not loaded. Fixed, Tag Explorer plugin: linedef action categories were missing title when "Sort by action special" sort mode was used. Cosmetic: renamed "Grid Setup" action to "Grid and Backdrop Setup".
1123 lines
34 KiB
C#
1123 lines
34 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.Plugins.NodesViewer
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{
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[EditMode(DisplayName = "Nodes Viewer",
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SwitchAction = "nodesviewermode",
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ButtonImage = "NodesView.png",
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ButtonOrder = 350,
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ButtonGroup = "002_tools",
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Volatile = true,
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UseByDefault = true,
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AllowCopyPaste = false)]
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public class NodesViewerMode : ClassicMode
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{
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#region ================== Constants
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private const float EPSILON = 0.00001f;
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#endregion
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#region ================== Variables
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private Seg[] segs;
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private Node[] nodes;
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private Vector2D[] verts;
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private Subsector[] ssectors;
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private List<PixelColor> distinctcolors;
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private NodesForm form;
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private int mouseinssector = -1;
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private string nodesformat = "Classic nodes";
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#endregion
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#region ================== Properties
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public Seg[] Segs { get { return segs; } }
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public Node[] Nodes { get { return nodes; } }
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public Vector2D[] Vertices { get { return verts; } }
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public Subsector[] Subsectors { get { return ssectors; } }
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public NodesForm Form { get { return form; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public NodesViewerMode()
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{
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// Make a list of distict colors we can use to
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// display multiple things on the screen
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// Note that black and white are not in this list, because
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// these are the most likely colors for the user's background
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distinctcolors = new List<PixelColor> {
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PixelColor.FromColor(Color.Blue),
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PixelColor.FromColor(Color.Orange),
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PixelColor.FromColor(Color.ForestGreen),
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PixelColor.FromColor(Color.Sienna),
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PixelColor.FromColor(Color.LightPink),
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PixelColor.FromColor(Color.Purple),
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PixelColor.FromColor(Color.Cyan),
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PixelColor.FromColor(Color.LawnGreen),
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PixelColor.FromColor(Color.PaleGoldenrod),
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PixelColor.FromColor(Color.Red),
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PixelColor.FromColor(Color.Yellow),
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PixelColor.FromColor(Color.LightSkyBlue),
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PixelColor.FromColor(Color.DarkGray),
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PixelColor.FromColor(Color.Magenta)
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};
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This loads all nodes structures data from the lumps
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/// </summary>
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private bool LoadClassicStructures()
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{
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// Load the nodes structure
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MemoryStream nodesstream = General.Map.GetLumpData("NODES");
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int numnodes = (int)nodesstream.Length / 28;
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//mxd. Boilerplate!
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if(numnodes < 1)
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{
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// Cancel mode
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MessageBox.Show("The map has only one subsector. Please add more sectors, then try running this mode again.", "THY NODETH ARETH BROKH!", MessageBoxButtons.OK, MessageBoxIcon.Error);
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General.Editing.CancelMode();
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return false;
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}
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BinaryReader nodesreader = new BinaryReader(nodesstream);
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nodes = new Node[numnodes];
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for(int i = 0; i < nodes.Length; i++)
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{
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nodes[i].linestart.x = nodesreader.ReadInt16();
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nodes[i].linestart.y = nodesreader.ReadInt16();
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nodes[i].linedelta.x = nodesreader.ReadInt16();
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nodes[i].linedelta.y = nodesreader.ReadInt16();
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float top = nodesreader.ReadInt16();
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float bot = nodesreader.ReadInt16();
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float left = nodesreader.ReadInt16();
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float right = nodesreader.ReadInt16();
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nodes[i].rightbox = new RectangleF(left, top, (right - left), (bot - top));
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top = nodesreader.ReadInt16();
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bot = nodesreader.ReadInt16();
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left = nodesreader.ReadInt16();
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right = nodesreader.ReadInt16();
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nodes[i].leftbox = new RectangleF(left, top, (right - left), (bot - top));
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int rightindex = nodesreader.ReadInt16();
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int leftindex = nodesreader.ReadInt16();
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nodes[i].rightchild = rightindex & 0x7FFF;
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nodes[i].leftchild = leftindex & 0x7FFF;
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nodes[i].rightsubsector = (rightindex & 0x8000) != 0;
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nodes[i].leftsubsector = (leftindex & 0x8000) != 0;
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}
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nodesreader.Close();
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// Add additional properties to nodes
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nodes[nodes.Length - 1].parent = -1;
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RecursiveSetupNodes(nodes.Length - 1);
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// Load the segs structure
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MemoryStream segsstream = General.Map.GetLumpData("SEGS");
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BinaryReader segsreader = new BinaryReader(segsstream);
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int numsegs = (int)segsstream.Length / 12;
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//mxd. Boilerplate!
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if(numsegs < 1)
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{
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// Cancel mode
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MessageBox.Show("The map has empty SEGS lump. Please rebuild the nodes, then try running this mode again.", "THY SEGS HATH SINNETH!", MessageBoxButtons.OK, MessageBoxIcon.Error);
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General.Editing.CancelMode();
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return false;
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}
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segs = new Seg[numsegs];
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for(int i = 0; i < segs.Length; i++)
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{
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segs[i].startvertex = segsreader.ReadUInt16();
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segs[i].endvertex = segsreader.ReadUInt16();
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segs[i].angle = Angle2D.DegToRad(General.ClampAngle(segsreader.ReadInt16() / 182 + 90)); //mxd 182 == 65536 / 360;
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segs[i].lineindex = segsreader.ReadUInt16();
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segs[i].leftside = segsreader.ReadInt16() != 0;
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segs[i].offset = segsreader.ReadInt16();
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}
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segsreader.Close();
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// Load the vertexes structure
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MemoryStream vertsstream = General.Map.GetLumpData("VERTEXES");
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BinaryReader vertsreader = new BinaryReader(vertsstream);
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int numverts = (int)vertsstream.Length / 4;
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//mxd. Boilerplate!
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if(numverts < 1)
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{
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// Cancel mode
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MessageBox.Show("The map has empty VERTEXES lump. Please rebuild the nodes, then try running this mode again.", "THY VERTEXES ARETH FOUL!", MessageBoxButtons.OK, MessageBoxIcon.Error);
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General.Editing.CancelMode();
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return false;
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}
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verts = new Vector2D[numverts];
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for(int i = 0; i < verts.Length; i++)
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{
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verts[i].x = vertsreader.ReadInt16();
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verts[i].y = vertsreader.ReadInt16();
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}
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vertsreader.Close();
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// Load the subsectors structure
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MemoryStream ssecstream = General.Map.GetLumpData("SSECTORS");
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BinaryReader ssecreader = new BinaryReader(ssecstream);
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int numssec = (int)ssecstream.Length / 4;
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//mxd. Boilerplate!
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if(numssec < 1)
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{
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// Cancel mode
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MessageBox.Show("The map has empty SSECTORS lump. Please rebuild the nodes, then try running this mode again.", "THY SSECTORS ARETH HERETYSH!", MessageBoxButtons.OK, MessageBoxIcon.Error);
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General.Editing.CancelMode();
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return false;
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}
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ssectors = new Subsector[numssec];
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for(int i = 0; i < ssectors.Length; i++)
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{
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ssectors[i].numsegs = ssecreader.ReadInt16();
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ssectors[i].firstseg = ssecreader.ReadInt16();
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}
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ssecreader.Close();
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// Link all segs to their subsectors
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for(int i = 0; i < ssectors.Length; i++)
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{
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int lastseg = ssectors[i].firstseg + ssectors[i].numsegs - 1;
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for(int sg = ssectors[i].firstseg; sg <= lastseg; sg++)
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{
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segs[sg].ssector = i;
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}
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}
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return true;
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}
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//mxd. This loads all data from the ZNODES lump
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private bool LoadZNodes()
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{
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List<string> supportedformats = new List<string> { "XNOD", "XGLN", "XGL2", "XGL3" };
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MemoryStream stream = General.Map.GetLumpData("ZNODES");
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// Boilerplate...
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if(stream.Length < 4)
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{
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MessageBox.Show("ZNODES lump is empty.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
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stream.Close();
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return false;
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}
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using(BinaryReader reader = new BinaryReader(stream))
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{
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// Read signature
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nodesformat = new string(reader.ReadChars(4));
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if(!supportedformats.Contains(nodesformat))
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{
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MessageBox.Show("\"" + nodesformat + "\" node format is not supported.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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uint vertscount = reader.ReadUInt32();
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uint newvertscount = reader.ReadUInt32();
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// Boilerplate...
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if(vertscount != General.Map.Map.Vertices.Count)
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{
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MessageBox.Show("Error while reading ZNODES: vertices count in ZNODES lump (" + vertscount + ") doesn't match with map's vertices count (" + General.Map.Map.Vertices.Count + ")!", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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// Add map vertices
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verts = new Vector2D[vertscount + newvertscount];
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int counter = 0;
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foreach(Vertex v in General.Map.Map.Vertices) verts[counter++] = v.Position;
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// Read extra vertices
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for(int i = counter; i < counter + newvertscount; i++)
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{
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verts[i].x = reader.ReadInt32() / 65536.0f;
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verts[i].y = reader.ReadInt32() / 65536.0f;
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}
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// Read subsectors
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uint sseccount = reader.ReadUInt32();
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ssectors = new Subsector[sseccount];
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int firstseg = 0;
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for(int i = 0; i < ssectors.Length; i++)
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{
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ssectors[i].numsegs = (int)reader.ReadUInt32();
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ssectors[i].firstseg = firstseg;
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firstseg += ssectors[i].numsegs;
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}
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// Read segments. Offset and angle are unused anyway
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uint segscount = reader.ReadUInt32();
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segs = new Seg[segscount];
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switch(nodesformat)
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{
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case "XGLN":
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for(int i = 0; i < segs.Length; i++)
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{
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segs[i].startvertex = (int)reader.ReadUInt32();
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reader.BaseStream.Position += 4; //skip partner
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segs[i].lineindex = reader.ReadUInt16();
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segs[i].leftside = reader.ReadBoolean();
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}
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break;
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case "XGL3":
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case "XGL2":
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for(int i = 0; i < segs.Length; i++)
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{
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segs[i].startvertex = (int)reader.ReadUInt32();
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reader.BaseStream.Position += 4; //skip partner
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uint lineindex = reader.ReadUInt32();
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segs[i].lineindex = (lineindex == 0xFFFFFFFF ? -1 : (int)lineindex);
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segs[i].leftside = reader.ReadBoolean();
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}
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break;
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case "XNOD":
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for(int i = 0; i < segs.Length; i++)
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{
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segs[i].startvertex = (int)reader.ReadUInt32();
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segs[i].endvertex = (int)reader.ReadUInt32();
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segs[i].lineindex = reader.ReadUInt16();
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segs[i].leftside = reader.ReadBoolean();
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}
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break;
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}
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// Set second vertex, angle and reverse segs order
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if(nodesformat == "XGLN" || nodesformat == "XGL2" || nodesformat == "XGL3")
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{
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int index = 0;
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foreach(Subsector ss in ssectors)
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{
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// Set the last vert
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int lastseg = ss.firstseg + ss.numsegs - 1;
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segs[lastseg].endvertex = segs[ss.firstseg].startvertex;
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// Set the rest
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for(int i = ss.firstseg + 1; i <= lastseg; i++) segs[i - 1].endvertex = segs[i].startvertex;
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// Set angle and subsector index
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for(int i = ss.firstseg; i <= lastseg; i++)
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{
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segs[i].angle = Vector2D.GetAngle(verts[segs[i].endvertex], verts[segs[i].startvertex]);
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segs[i].ssector = index;
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}
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index++;
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}
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}
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// Read nodes
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uint nodescount = reader.ReadUInt32();
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// Boilerplate...
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if(nodescount < 1)
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{
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MessageBox.Show("The map has only one subsector.", "Why are you doing this, Stanley?..", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return false;
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}
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nodes = new Node[nodescount];
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for(int i = 0; i < nodes.Length; i++)
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{
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if(nodesformat == "XGL3")
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{
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nodes[i].linestart.x = reader.ReadInt32() / 65536.0f;
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nodes[i].linestart.y = reader.ReadInt32() / 65536.0f;
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nodes[i].linedelta.x = reader.ReadInt32() / 65536.0f;
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nodes[i].linedelta.y = reader.ReadInt32() / 65536.0f;
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}
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else
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{
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nodes[i].linestart.x = reader.ReadInt16();
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nodes[i].linestart.y = reader.ReadInt16();
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nodes[i].linedelta.x = reader.ReadInt16();
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nodes[i].linedelta.y = reader.ReadInt16();
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}
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float top = reader.ReadInt16();
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float bot = reader.ReadInt16();
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float left = reader.ReadInt16();
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float right = reader.ReadInt16();
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nodes[i].rightbox = new RectangleF(left, top, (right - left), (bot - top));
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top = reader.ReadInt16();
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bot = reader.ReadInt16();
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left = reader.ReadInt16();
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right = reader.ReadInt16();
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nodes[i].leftbox = new RectangleF(left, top, (right - left), (bot - top));
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uint rightindex = reader.ReadUInt32();
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uint leftindex = reader.ReadUInt32();
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nodes[i].rightchild = (int)(rightindex & 0x7FFFFFFF);
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nodes[i].leftchild = (int)(leftindex & 0x7FFFFFFF);
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nodes[i].rightsubsector = (rightindex & 0x80000000) != 0;
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nodes[i].leftsubsector = (leftindex & 0x80000000) != 0;
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}
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// Add additional properties to nodes
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nodes[nodes.Length - 1].parent = -1;
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RecursiveSetupNodes(nodes.Length - 1);
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}
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return true;
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}
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/// <summary>
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/// This recursively sets up the nodes structure with additional properties
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/// </summary>
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private void RecursiveSetupNodes(int nodeindex)
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{
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Node n = nodes[nodeindex];
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if(!n.leftsubsector)
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{
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nodes[n.leftchild].parent = nodeindex;
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RecursiveSetupNodes(n.leftchild);
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}
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if(!n.rightsubsector)
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{
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nodes[n.rightchild].parent = nodeindex;
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RecursiveSetupNodes(n.rightchild);
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}
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}
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/// <summary>
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/// This builds the polygons for all subsectors
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/// </summary>
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private void RecursiveBuildSubsectorPoly(int nodeindex, Stack<Split> splits)
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{
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// Do the left side
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Split s = new Split(nodes[nodeindex].linestart, -nodes[nodeindex].linedelta);
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splits.Push(s);
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if(nodes[nodeindex].leftsubsector)
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BuildSubsectorPoly(nodes[nodeindex].leftchild, splits);
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else
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RecursiveBuildSubsectorPoly(nodes[nodeindex].leftchild, splits);
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splits.Pop();
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// Do the right side
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s = new Split(nodes[nodeindex].linestart, nodes[nodeindex].linedelta);
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splits.Push(s);
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if(nodes[nodeindex].rightsubsector)
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BuildSubsectorPoly(nodes[nodeindex].rightchild, splits);
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else
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RecursiveBuildSubsectorPoly(nodes[nodeindex].rightchild, splits);
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splits.Pop();
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}
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/// <summary>
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/// Build the polygon for a specific subsector
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/// </summary>
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private void BuildSubsectorPoly(int ss, IEnumerable<Split> nodesplits)
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{
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// Begin with a giant square polygon that covers the entire map
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List<Vector2D> poly = new List<Vector2D>(16);
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poly.Add(new Vector2D(-General.Map.FormatInterface.MaxCoordinate, General.Map.FormatInterface.MaxCoordinate));
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poly.Add(new Vector2D(General.Map.FormatInterface.MaxCoordinate, General.Map.FormatInterface.MaxCoordinate));
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poly.Add(new Vector2D(General.Map.FormatInterface.MaxCoordinate, -General.Map.FormatInterface.MaxCoordinate));
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poly.Add(new Vector2D(-General.Map.FormatInterface.MaxCoordinate, -General.Map.FormatInterface.MaxCoordinate));
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// Crop the polygon by the node tree splits
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foreach(Split s in nodesplits) CropPolygon(poly, s);
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// Crop the polygon by the subsector segs
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for(int i = 0; i < ssectors[ss].numsegs; i++)
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{
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Split s;
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Seg sg = segs[ssectors[ss].firstseg + i];
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//mxd. Sanity check, because some segs in Doom maps refer to non-existing verts.
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if(sg.startvertex > verts.Length - 1 || sg.endvertex > verts.Length - 1) continue;
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s.pos = verts[sg.startvertex];
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s.delta = verts[sg.endvertex] - verts[sg.startvertex];
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CropPolygon(poly, s);
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}
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if(poly.Count > 1)
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{
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// Remove any zero-length lines
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Vector2D prevpoint = poly[0];
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for(int i = poly.Count - 1; i >= 0; i--)
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{
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|
if(Vector2D.DistanceSq(poly[i], prevpoint) < 0.001f)
|
|
poly.RemoveAt(i);
|
|
else
|
|
prevpoint = poly[i];
|
|
}
|
|
}
|
|
|
|
ssectors[ss].points = poly.ToArray();
|
|
|
|
// Setup vertices for rendering
|
|
if(poly.Count >= 3)
|
|
{
|
|
FlatVertex[] fverts = new FlatVertex[(poly.Count - 2) * 3];
|
|
int intcolor = PixelColor.FromColor(Color.Gray).WithAlpha(100).ToInt();
|
|
int pi = 0;
|
|
for(int t = 0; t < (poly.Count - 2); t++)
|
|
{
|
|
fverts[pi].x = poly[0].x;
|
|
fverts[pi].y = poly[0].y;
|
|
fverts[pi].c = intcolor;
|
|
fverts[pi + 1].x = poly[t + 1].x;
|
|
fverts[pi + 1].y = poly[t + 1].y;
|
|
fverts[pi + 1].c = intcolor;
|
|
fverts[pi + 2].x = poly[t + 2].x;
|
|
fverts[pi + 2].y = poly[t + 2].y;
|
|
fverts[pi + 2].c = intcolor;
|
|
pi += 3;
|
|
}
|
|
ssectors[ss].vertices = fverts;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Crop a polygon by a split line
|
|
/// </summary>
|
|
private static void CropPolygon(List<Vector2D> poly, Split split)
|
|
{
|
|
if(poly.Count == 0) return;
|
|
Vector2D prev = poly[poly.Count - 1];
|
|
|
|
float side1 = (prev.y - split.pos.y) * split.delta.x - (prev.x - split.pos.x) * split.delta.y;
|
|
List<Vector2D> newp = new List<Vector2D>(poly.Count);
|
|
for(int i = 0; i < poly.Count; i++)
|
|
{
|
|
// Fetch vertex and determine side
|
|
Vector2D cur = poly[i];
|
|
float side2 = (cur.y - split.pos.y) * split.delta.x - (cur.x - split.pos.x) * split.delta.y;
|
|
|
|
// Front?
|
|
if(side2 < -EPSILON)
|
|
{
|
|
if(side1 > EPSILON)
|
|
{
|
|
// Split line with plane and insert the vertex
|
|
float u;
|
|
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
|
|
Vector2D newv = prev + (cur - prev) * u;
|
|
newp.Add(newv);
|
|
}
|
|
|
|
newp.Add(cur);
|
|
}
|
|
// Back?
|
|
else if(side2 > EPSILON)
|
|
{
|
|
if(side1 < -EPSILON)
|
|
{
|
|
// Split line with plane and insert the vertex
|
|
float u;
|
|
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
|
|
Vector2D newv = prev + (cur - prev) * u;
|
|
newp.Add(newv);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// On the plane
|
|
newp.Add(cur);
|
|
}
|
|
|
|
// Next
|
|
prev = cur;
|
|
side1 = side2;
|
|
}
|
|
poly.Clear();
|
|
poly.AddRange(newp);
|
|
|
|
// The code below would be more efficient, because it modifies the polygon in place...
|
|
// but it has a bug, some polygons are corrupted.
|
|
|
|
/*
|
|
bool prevremoved = false;
|
|
float prevside = (prev.y - split.pos.y) * split.delta.x - (prev.x - split.pos.x) * split.delta.y;
|
|
int i = 0;
|
|
while(i < poly.Count)
|
|
{
|
|
Vector2D cur = poly[i];
|
|
float curside = (cur.y - split.pos.y) * split.delta.x - (cur.x - split.pos.x) * split.delta.y;
|
|
|
|
// Point is in FRONT of the split?
|
|
if(curside < -EPSILON)
|
|
{
|
|
if(prevside > EPSILON)
|
|
{
|
|
// Previous point was BEHIND the split
|
|
// Line crosses the split, we need to add the intersection point
|
|
float u;
|
|
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
|
|
Vector2D newv = prev + (cur - prev) * u;
|
|
poly.Insert(i, newv);
|
|
i++;
|
|
}
|
|
else if(prevside < -EPSILON)
|
|
{
|
|
// Previous point was also in FRONT of the split
|
|
// We don't need to do anything
|
|
}
|
|
else
|
|
{
|
|
// Previous point was ON the split
|
|
// If the previous point was removed, we have to add it again
|
|
if(prevremoved)
|
|
{
|
|
poly.Insert(i, prev);
|
|
i++;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
prevremoved = false;
|
|
}
|
|
// Point is BEHIND the split?
|
|
else if(curside > EPSILON)
|
|
{
|
|
if(prevside < -EPSILON)
|
|
{
|
|
// Previous point was in FRONT of the split
|
|
// Line crosses the split, so we must add the intersection point
|
|
float u;
|
|
Line2D.GetIntersection(split.pos, split.pos + split.delta, prev.x, prev.y, cur.x, cur.y, out u);
|
|
Vector2D newv = prev + (cur - prev) * u;
|
|
poly.Insert(i, newv);
|
|
i++;
|
|
}
|
|
else if(prevside > EPSILON)
|
|
{
|
|
// Previous point was also BEHIND the split
|
|
// We don't need to do anything, this point will be removed
|
|
}
|
|
else
|
|
{
|
|
// Previous point was ON the split
|
|
// We don't need to do anything, this point will be removed
|
|
}
|
|
|
|
poly.RemoveAt(i);
|
|
prevremoved = true;
|
|
}
|
|
// Point is ON the split?
|
|
else
|
|
{
|
|
if(prevside > EPSILON)
|
|
{
|
|
// Previous point was BEHIND the split
|
|
// Remove this point
|
|
poly.RemoveAt(i);
|
|
prevremoved = true;
|
|
}
|
|
else if(prevside < -EPSILON)
|
|
{
|
|
// Previous point was in FRONT of the split
|
|
// We want to keep this point
|
|
prevremoved = false;
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
// Previous point is ON the split
|
|
// Only if the previous point was also removed, we remove this one as well
|
|
if(prevremoved)
|
|
poly.RemoveAt(i);
|
|
else
|
|
i++;
|
|
}
|
|
}
|
|
|
|
prev = cur;
|
|
prevside = curside;
|
|
}
|
|
*/
|
|
}
|
|
|
|
/// <summary>
|
|
/// This tests if the given coordinate is inside the specified subsector.
|
|
/// </summary>
|
|
private bool PointInSubsector(int index, Vector2D p)
|
|
{
|
|
if(ssectors[index].points.Length == 0) return false; //mxd
|
|
|
|
// Subsectors are convex, so we can simply test if the point is on the front side of all lines.
|
|
Vector2D[] points = ssectors[index].points;
|
|
Vector2D prevpoint = points[points.Length - 1];
|
|
for(int i = 0; i < points.Length; i++)
|
|
{
|
|
float side = Line2D.GetSideOfLine(prevpoint, points[i], p);
|
|
if(side > 0f) return false;
|
|
prevpoint = points[i];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// For rendering
|
|
private void DrawSubsectorArea(FlatVertex[] vertices, PixelColor color)
|
|
{
|
|
if(vertices == null) return;
|
|
if(vertices.Length < 3) return;
|
|
|
|
// Copy array and change color
|
|
FlatVertex[] poly = new FlatVertex[vertices.Length];
|
|
vertices.CopyTo(poly, 0);
|
|
int intcolor = color.WithAlpha(100).ToInt();
|
|
for(int i = 0; i < poly.Length; i++) poly[i].c = intcolor;
|
|
|
|
// Draw
|
|
renderer.RenderGeometry(poly, General.Map.Data.WhiteTexture, true);
|
|
}
|
|
|
|
// For rendering
|
|
private void DrawSubsectorArea(FlatVertex[] vertices)
|
|
{
|
|
if(vertices == null) return;
|
|
if(vertices.Length < 3) return;
|
|
renderer.RenderGeometry(vertices, General.Map.Data.WhiteTexture, true);
|
|
}
|
|
|
|
// For rendering
|
|
private void PlotSubsectorLines(Vector2D[] points, PixelColor color)
|
|
{
|
|
if(points.Length < 2) return;
|
|
Vector2D prevpoint = points[points.Length - 1];
|
|
for(int i = 0; i < points.Length; i++)
|
|
{
|
|
renderer.PlotLine(prevpoint, points[i], color);
|
|
prevpoint = points[i];
|
|
}
|
|
}
|
|
|
|
// For rendering
|
|
private void DrawSplitArea(RectangleF bbox, int nodeindex, bool left, PixelColor color)
|
|
{
|
|
Node node = nodes[nodeindex];
|
|
|
|
// Begin with a square bounding box polygon
|
|
List<Vector2D> poly = new List<Vector2D>(16);
|
|
poly.Add(new Vector2D(bbox.Left, bbox.Top));
|
|
poly.Add(new Vector2D(bbox.Right, bbox.Top));
|
|
poly.Add(new Vector2D(bbox.Right, bbox.Bottom));
|
|
poly.Add(new Vector2D(bbox.Left, bbox.Bottom));
|
|
|
|
// Remove everything behind the split from the area
|
|
if(left)
|
|
CropPolygon(poly, new Split(node.linestart, -node.linedelta));
|
|
else
|
|
CropPolygon(poly, new Split(node.linestart, node.linedelta));
|
|
|
|
// Remove everything behind parent splits from the area
|
|
int prevnode = nodeindex;
|
|
int parentnode = node.parent;
|
|
while(parentnode > -1)
|
|
{
|
|
Node pn = nodes[parentnode];
|
|
if(!pn.leftsubsector && (pn.leftchild == prevnode))
|
|
CropPolygon(poly, new Split(pn.linestart, -pn.linedelta));
|
|
else if(!pn.rightsubsector && (pn.rightchild == prevnode))
|
|
CropPolygon(poly, new Split(pn.linestart, pn.linedelta));
|
|
prevnode = parentnode;
|
|
parentnode = pn.parent;
|
|
}
|
|
|
|
if(poly.Count >= 3)
|
|
{
|
|
// Create render vertices
|
|
FlatVertex[] fverts = new FlatVertex[(poly.Count - 2) * 3];
|
|
int intcolor = color.ToInt();
|
|
int pi = 0;
|
|
for(int t = 0; t < (poly.Count - 2); t++)
|
|
{
|
|
fverts[pi].x = poly[0].x;
|
|
fverts[pi].y = poly[0].y;
|
|
fverts[pi].c = intcolor;
|
|
fverts[pi + 1].x = poly[t + 1].x;
|
|
fverts[pi + 1].y = poly[t + 1].y;
|
|
fverts[pi + 1].c = intcolor;
|
|
fverts[pi + 2].x = poly[t + 2].x;
|
|
fverts[pi + 2].y = poly[t + 2].y;
|
|
fverts[pi + 2].c = intcolor;
|
|
pi += 3;
|
|
}
|
|
|
|
// Draw
|
|
renderer.RenderGeometry(fverts, General.Map.Data.WhiteTexture, true);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
// Mode starts
|
|
public override void OnEngage()
|
|
{
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
base.OnEngage();
|
|
|
|
//mxd
|
|
bool haveNodes = General.Map.LumpExists("NODES");
|
|
bool haveZnodes = General.Map.LumpExists("ZNODES");
|
|
bool haveSectors = General.Map.LumpExists("SSECTORS");
|
|
bool haveSegs = General.Map.LumpExists("SEGS");
|
|
bool haveVerts = General.Map.LumpExists("VERTEXES");
|
|
|
|
if(General.Map.IsChanged || !(haveZnodes || (haveNodes || haveSectors || haveSegs || haveVerts)))
|
|
{
|
|
// We need to build the nodes!
|
|
if(!General.Map.RebuildNodes(General.Map.ConfigSettings.NodebuilderSave, true)) return;
|
|
|
|
//mxd. Update nodes availability
|
|
haveNodes = General.Map.LumpExists("NODES");
|
|
haveZnodes = General.Map.LumpExists("ZNODES");
|
|
haveSectors = General.Map.LumpExists("SSECTORS");
|
|
haveSegs = General.Map.LumpExists("SEGS");
|
|
haveVerts = General.Map.LumpExists("VERTEXES");
|
|
}
|
|
|
|
//mxd
|
|
if(haveZnodes)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Busy, "Reading map nodes...");
|
|
if(!LoadZNodes())
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to read map nodes.");
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!haveNodes)
|
|
{
|
|
MessageBox.Show("Unable to find the NODES lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
|
|
if(!haveSectors)
|
|
{
|
|
MessageBox.Show("Unable to find the SSECTORS lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
|
|
if(!haveSegs)
|
|
{
|
|
MessageBox.Show("Unable to find the SEGS lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
|
|
if(!haveVerts)
|
|
{
|
|
MessageBox.Show("Unable to find the VERTEXES lump. It may be that the nodes could not be built correctly.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
|
|
General.Interface.DisplayStatus(StatusType.Busy, "Reading map nodes...");
|
|
if(!LoadClassicStructures())
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to read map nodes.");
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Setup presentation
|
|
CustomPresentation presentation = new CustomPresentation();
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
|
|
renderer.SetPresentation(presentation);
|
|
|
|
General.Interface.DisplayStatus(StatusType.Busy, "Building subsectors...");
|
|
|
|
RecursiveBuildSubsectorPoly(nodes.Length - 1, new Stack<Split>(nodes.Length / 2 + 1));
|
|
|
|
// Load and display dialog window
|
|
form = new NodesForm(this);
|
|
form.Text += " (" + nodesformat + " format)";
|
|
form.Show((Form)General.Interface);
|
|
|
|
Cursor.Current = Cursors.Default;
|
|
General.Interface.DisplayReady();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Mode ends
|
|
public override void OnDisengage()
|
|
{
|
|
if(form != null)
|
|
{
|
|
form.Dispose();
|
|
form = null;
|
|
}
|
|
|
|
base.OnDisengage();
|
|
}
|
|
|
|
// Cancelled
|
|
public override void OnCancel()
|
|
{
|
|
// Cancel base class
|
|
base.OnCancel();
|
|
|
|
// Return to previous mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
if(form.SelectedTab == 0)
|
|
{
|
|
int newssector = -1;
|
|
|
|
// Traverse the tree to find the subsector we could be in
|
|
Node n = nodes[nodes.Length - 1];
|
|
do
|
|
{
|
|
float side = (mousemappos.y - n.linestart.y) * n.linedelta.x - (mousemappos.x - n.linestart.x) * n.linedelta.y;
|
|
if(side > 0f)
|
|
{
|
|
// Mouse is on the left side of this split
|
|
if(n.leftsubsector)
|
|
newssector = n.leftchild;
|
|
else
|
|
n = nodes[n.leftchild];
|
|
}
|
|
else
|
|
{
|
|
// Mouse is on the right side of this split
|
|
if(n.rightsubsector)
|
|
newssector = n.rightchild;
|
|
else
|
|
n = nodes[n.rightchild];
|
|
}
|
|
}
|
|
while(newssector == -1);
|
|
|
|
// The mouse could be outside the map (which can't be determined through the BSP tree).
|
|
// So here we check if the mouse is really inside the subsector.
|
|
if((newssector > -1) && !PointInSubsector(newssector, mousemappos)) newssector = -1;
|
|
|
|
// Update?
|
|
if(newssector != mouseinssector)
|
|
{
|
|
mouseinssector = newssector;
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
mouseinssector = -1;
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Mouse clicks to select a subsector
|
|
protected override void OnSelectBegin()
|
|
{
|
|
base.OnSelectBegin();
|
|
if(mouseinssector > -1)
|
|
{
|
|
form.ShowSubsector(mouseinssector);
|
|
}
|
|
}
|
|
|
|
// Draw the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
base.OnRedrawDisplay();
|
|
|
|
if(form == null) return;
|
|
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
if(form.SelectedTab == 0)
|
|
{
|
|
// Render all subsectors in original color
|
|
for(int si = 0; si < ssectors.Length; si++)
|
|
{
|
|
Subsector s = ssectors[si];
|
|
PlotSubsectorLines(s.points, PixelColor.FromColor(Color.Gray));
|
|
}
|
|
|
|
if(mouseinssector > -1)
|
|
{
|
|
PlotSubsectorLines(ssectors[mouseinssector].points, General.Colors.Highlight);
|
|
}
|
|
|
|
// Draw additional vertices
|
|
if(form.ShowSegsVertices)
|
|
{
|
|
for(int i = General.Map.Map.Vertices.Count; i < verts.Length; i++)
|
|
renderer.PlotVertexAt(verts[i], ColorCollection.VERTICES);
|
|
}
|
|
}
|
|
|
|
if(form.SelectedTab == 1)
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
|
|
// Render selected node split
|
|
if((form.ViewSplitIndex >= 0) && (form.ViewSplitIndex < nodes.Length))
|
|
{
|
|
Node n = nodes[form.ViewSplitIndex];
|
|
|
|
// Draw parent splits
|
|
int parentsplit = n.parent;
|
|
while(parentsplit > -1)
|
|
{
|
|
Node pn = nodes[parentsplit];
|
|
renderer.PlotLine(pn.linestart, pn.linestart + pn.linedelta, General.Colors.Selection);
|
|
parentsplit = pn.parent;
|
|
}
|
|
|
|
// Draw this split
|
|
renderer.PlotLine(n.linestart, n.linestart + n.linedelta, General.Colors.Highlight);
|
|
}
|
|
}
|
|
|
|
if(form.SelectedTab == 2)
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
|
|
// Render selected subsector
|
|
if((form.ViewSubsectorIndex >= 0) && (form.ViewSubsectorIndex < ssectors.Length))
|
|
{
|
|
Subsector s = ssectors[form.ViewSubsectorIndex];
|
|
PlotSubsectorLines(s.points, General.Colors.Highlight);
|
|
}
|
|
|
|
// Draw selected segment
|
|
if(form.ViewSegIndex > -1)
|
|
{
|
|
Seg sg = segs[form.ViewSegIndex];
|
|
renderer.PlotLine(verts[sg.startvertex], verts[sg.endvertex], General.Colors.Selection);
|
|
}
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
if(form.SelectedTab == 0)
|
|
{
|
|
if(mouseinssector > -1)
|
|
{
|
|
// Render all subsectors in original color
|
|
for(int si = 0; si < ssectors.Length; si++)
|
|
{
|
|
Subsector s = ssectors[si];
|
|
DrawSubsectorArea(s.vertices);
|
|
}
|
|
DrawSubsectorArea(ssectors[mouseinssector].vertices, General.Colors.Highlight);
|
|
}
|
|
else
|
|
{
|
|
// Render all subsectors with distinct colors
|
|
for(int si = 0; si < ssectors.Length; si++)
|
|
{
|
|
Subsector s = ssectors[si];
|
|
PixelColor color = distinctcolors[si % distinctcolors.Count];
|
|
DrawSubsectorArea(s.vertices, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(form.SelectedTab == 1)
|
|
{
|
|
// Render selected node split
|
|
if((form.ViewSplitIndex >= 0) && (form.ViewSplitIndex < nodes.Length))
|
|
{
|
|
Node n = nodes[form.ViewSplitIndex];
|
|
|
|
// Draw areas. We draw these first, because they would otherwise erase any splits we want to show.
|
|
DrawSplitArea(n.leftbox, form.ViewSplitIndex, true, new PixelColor(100, 50, 80, 255));
|
|
DrawSplitArea(n.rightbox, form.ViewSplitIndex, false, new PixelColor(100, 20, 220, 20));
|
|
|
|
// Draw parent splits
|
|
int parentsplit = n.parent;
|
|
while(parentsplit > -1)
|
|
{
|
|
Node pn = nodes[parentsplit];
|
|
renderer.RenderLine(pn.linestart, pn.linestart + pn.linedelta, 1f, General.Colors.Selection, true);
|
|
parentsplit = pn.parent;
|
|
}
|
|
|
|
// Draw this split
|
|
renderer.RenderLine(n.linestart, n.linestart + n.linedelta, 1f, General.Colors.Highlight, true);
|
|
}
|
|
}
|
|
|
|
if(form.SelectedTab == 2)
|
|
{
|
|
// Render selected subsector
|
|
if((form.ViewSubsectorIndex >= 0) && (form.ViewSubsectorIndex < ssectors.Length))
|
|
{
|
|
Subsector s = ssectors[form.ViewSubsectorIndex];
|
|
|
|
// Draw area
|
|
DrawSubsectorArea(s.vertices, General.Colors.Highlight);
|
|
|
|
// Draw selected segment
|
|
if(form.ViewSegIndex > -1)
|
|
{
|
|
Seg sg = segs[form.ViewSegIndex];
|
|
renderer.RenderLine(verts[sg.startvertex], verts[sg.endvertex], 1f, General.Colors.Selection, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|