UltimateZoneBuilder/Source/BuilderModes/ClassicModes/TriangulatorMode.cs
2009-01-11 20:50:19 +00:00

565 lines
14 KiB
C#

#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<LabelPositionInfo> 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;
// Get label positions
if(s != null) labelpos = Tools.FindLabelPositions(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<Sector> 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);
// 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 < 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 line
renderer.PlotLine(v1, v2, c);
// Done
renderer.Finish();
renderer.Present();
}
// Wait a bit
Thread.Sleep(60);
Application.DoEvents();
}
}
// This shows a polygon
private void ShowPolygon(EarClipPolygon p)
{
LinkedListNode<EarClipVertex> v = p.First;
LinkedListNode<EarClipVertex> v2 = p.Last;
// Go for all vertices in the polygon
while(v != null)
{
for(int a = 0; a < 10; a++)
{
OnRedrawDisplay();
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.Orange));
// Done
renderer.Finish();
renderer.Present();
}
// Wait a bit
Thread.Sleep(60);
}
v2 = v;
v = v.Next;
}
}
// This shows a polygon
private void ShowRemaining(LinkedList<EarClipVertex> remains)
{
LinkedListNode<EarClipVertex> v;
for(int a = 0; a < 100; a++)
{
OnRedrawDisplay();
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);
// 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<EarClipVertex> remains)
{
EarClipVertex prev, first;
for(int a = 0; a < 5; 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(50);
// 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
}