mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
463 lines
16 KiB
C#
463 lines
16 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
|
|
namespace CodeImp.DoomBuilder.GZBuilder.Data
|
|
{
|
|
public static class LinksCollector
|
|
{
|
|
private class SpecialThings
|
|
{
|
|
public readonly Dictionary<int, List<Thing>> PatrolPoints; // PatrolPoint tag, list of PatrolPoints
|
|
public readonly Dictionary<int, List<PathNode>> InterpolationPoints; // InterpolationPoint tag, list of InterpolationPoints
|
|
public readonly List<Thing> ThingsWithGoal;
|
|
public readonly List<Thing> Cameras;
|
|
public readonly Dictionary<int, List<Thing>> ActorMovers; // ActorMover target tag, list of ActorMovers
|
|
public readonly List<Thing> PathFollowers;
|
|
public readonly Dictionary<int, List<Thing>> PolyobjectAnchors; //angle, list of PolyobjectAnchors
|
|
public readonly Dictionary<int, List<Thing>> PolyobjectStartSpots; //angle, list of PolyobjectStartSpots
|
|
|
|
public SpecialThings()
|
|
{
|
|
PatrolPoints = new Dictionary<int, List<Thing>>();
|
|
InterpolationPoints = new Dictionary<int, List<PathNode>>();
|
|
ThingsWithGoal = new List<Thing>();
|
|
Cameras = new List<Thing>();
|
|
ActorMovers = new Dictionary<int, List<Thing>>();
|
|
PathFollowers = new List<Thing>();
|
|
PolyobjectAnchors = new Dictionary<int, List<Thing>>();
|
|
PolyobjectStartSpots = new Dictionary<int, List<Thing>>();
|
|
}
|
|
}
|
|
|
|
private class PathNode
|
|
{
|
|
private readonly Thing thing;
|
|
private readonly Vector3D position;
|
|
private readonly Dictionary<int, PathNode> nextnodes;
|
|
private readonly Dictionary<int, PathNode> prevnodes;
|
|
|
|
public Thing Thing { get { return thing; } }
|
|
public Dictionary<int, PathNode> NextNodes { get { return nextnodes; } } // Thing index, PathNode
|
|
public Dictionary<int, PathNode> PreviousNodes { get { return prevnodes; } } // Thing index, PathNode
|
|
public Vector3D Position { get { return position; } }
|
|
public bool IsCurved;
|
|
|
|
public PathNode(Thing t, VisualBlockMap blockmap)
|
|
{
|
|
thing = t;
|
|
position = t.Position;
|
|
position.z += GetCorrectHeight(t, blockmap, true);
|
|
nextnodes = new Dictionary<int, PathNode>();
|
|
prevnodes = new Dictionary<int, PathNode>();
|
|
}
|
|
|
|
internal void PropagateCurvedFlag()
|
|
{
|
|
if(!IsCurved) return;
|
|
foreach(PathNode node in nextnodes.Values)
|
|
{
|
|
if(node.IsCurved) continue;
|
|
node.IsCurved = true;
|
|
node.PropagateCurvedFlag();
|
|
}
|
|
foreach(PathNode node in prevnodes.Values)
|
|
{
|
|
if(node.IsCurved) continue;
|
|
node.IsCurved = true;
|
|
node.PropagateCurvedFlag();
|
|
}
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<Line3D> MakeCircleLines(Vector3D pos, PixelColor color, float radius, int numsides)
|
|
{
|
|
List<Line3D> result = new List<Line3D>(numsides);
|
|
Vector3D start = new Vector3D(pos.x, pos.y + radius, pos.z);
|
|
float anglestep = Angle2D.PI2 / numsides;
|
|
|
|
for(int i = 1; i < numsides + 1; i++)
|
|
{
|
|
Vector3D end = pos + new Vector3D((float)Math.Sin(anglestep * i) * radius, (float)Math.Cos(anglestep * i) * radius, 0f);
|
|
result.Add(new Line3D(start, end, color, false));
|
|
start = end;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static IEnumerable<Line3D> MakeRectangleLines(Vector3D pos, PixelColor color, float size)
|
|
{
|
|
float halfsize = size / 2;
|
|
Vector3D tl = new Vector3D(pos.x - halfsize, pos.y - halfsize, pos.z);
|
|
Vector3D tr = new Vector3D(pos.x + halfsize, pos.y - halfsize, pos.z);
|
|
Vector3D bl = new Vector3D(pos.x - halfsize, pos.y + halfsize, pos.z);
|
|
Vector3D br = new Vector3D(pos.x + halfsize, pos.y + halfsize, pos.z);
|
|
|
|
return new List<Line3D>
|
|
{
|
|
new Line3D(tl, tr, color, false),
|
|
new Line3D(tr, br, color, false),
|
|
new Line3D(bl, br, color, false),
|
|
new Line3D(bl, tl, color, false),
|
|
};
|
|
}
|
|
|
|
public static List<Line3D> GetThingLinks(IEnumerable<Thing> things) { return GetThingLinks(things, null); }
|
|
public static List<Line3D> GetThingLinks(IEnumerable<Thing> things, VisualBlockMap blockmap)
|
|
{
|
|
return GetThingLinks(GetSpecialThings(things, blockmap), blockmap);
|
|
}
|
|
|
|
private static SpecialThings GetSpecialThings(IEnumerable<Thing> things, VisualBlockMap blockmap)
|
|
{
|
|
SpecialThings result = new SpecialThings();
|
|
|
|
// Process oh so special things
|
|
foreach(Thing t in things)
|
|
{
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
|
|
if(info == null) continue;
|
|
switch(info.ClassName.ToLowerInvariant())
|
|
{
|
|
case "patrolpoint":
|
|
if(t.Tag != 0 || t.Args[0] != 0)
|
|
{
|
|
if(!result.PatrolPoints.ContainsKey(t.Tag)) result.PatrolPoints.Add(t.Tag, new List<Thing>());
|
|
result.PatrolPoints[t.Tag].Add(t);
|
|
}
|
|
break;
|
|
|
|
case "$polyanchor":
|
|
if(!result.PolyobjectAnchors.ContainsKey(t.AngleDoom)) result.PolyobjectAnchors[t.AngleDoom] = new List<Thing>();
|
|
result.PolyobjectAnchors[t.AngleDoom].Add(t);
|
|
break;
|
|
|
|
case "$polyspawn":
|
|
case "$polyspawncrush":
|
|
case "$polyspawnhurt":
|
|
if(!result.PolyobjectStartSpots.ContainsKey(t.AngleDoom)) result.PolyobjectStartSpots[t.AngleDoom] = new List<Thing>();
|
|
result.PolyobjectStartSpots[t.AngleDoom].Add(t);
|
|
break;
|
|
}
|
|
|
|
// Process Thing_SetGoal action
|
|
if(t.Action != 0
|
|
&& General.Map.Config.LinedefActions.ContainsKey(t.Action)
|
|
&& General.Map.Config.LinedefActions[t.Action].Id.ToLowerInvariant() == "thing_setgoal"
|
|
&& (t.Args[0] == 0 || t.Args[0] == t.Tag)
|
|
&& t.Args[1] != 0)
|
|
{
|
|
result.ThingsWithGoal.Add(t);
|
|
}
|
|
}
|
|
|
|
// We may need all of these actors...
|
|
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
|
|
{
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
|
|
if(info == null) continue;
|
|
switch(info.ClassName.ToLowerInvariant())
|
|
{
|
|
case "interpolationpoint":
|
|
if(!result.InterpolationPoints.ContainsKey(t.Tag)) result.InterpolationPoints.Add(t.Tag, new List<PathNode>());
|
|
result.InterpolationPoints[t.Tag].Add(new PathNode(t, blockmap));
|
|
break;
|
|
|
|
case "movingcamera":
|
|
if(t.Args[0] != 0 || t.Args[1] != 0) result.Cameras.Add(t);
|
|
break;
|
|
|
|
case "pathfollower":
|
|
if(t.Args[0] != 0 || t.Args[1] != 0) result.PathFollowers.Add(t);
|
|
break;
|
|
|
|
case "actormover":
|
|
if((t.Args[0] != 0 || t.Args[1] != 0) && t.Args[3] != 0)
|
|
{
|
|
if(!result.ActorMovers.ContainsKey(t.Args[3])) result.ActorMovers.Add(t.Args[3], new List<Thing>());
|
|
result.ActorMovers[t.Args[3]].Add(t);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private static List<Line3D> GetThingLinks(SpecialThings result, VisualBlockMap blockmap)
|
|
{
|
|
var lines = new List<Line3D>();
|
|
var actormovertargets = new Dictionary<int, List<Thing>>();
|
|
|
|
// Get ActorMover targets
|
|
if(result.ActorMovers.Count > 0)
|
|
{
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
if(t.Tag == 0 || !result.ActorMovers.ContainsKey(t.Tag)) continue;
|
|
if(!actormovertargets.ContainsKey(t.Tag)) actormovertargets[t.Tag] = new List<Thing>();
|
|
actormovertargets[t.Tag].Add(t);
|
|
}
|
|
}
|
|
|
|
Vector3D start, end;
|
|
|
|
// Process patrol points
|
|
foreach(KeyValuePair<int, List<Thing>> group in result.PatrolPoints)
|
|
{
|
|
foreach(Thing t in group.Value)
|
|
{
|
|
if(!result.PatrolPoints.ContainsKey(t.Args[0])) continue;
|
|
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(Thing tt in result.PatrolPoints[t.Args[0]])
|
|
{
|
|
end = tt.Position;
|
|
end.z += GetCorrectHeight(tt, blockmap, true);
|
|
lines.Add(new Line3D(start, end));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process things with Thing_SetGoal
|
|
foreach(Thing t in result.ThingsWithGoal)
|
|
{
|
|
if(!result.PatrolPoints.ContainsKey(t.Args[1])) continue;
|
|
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(Thing tt in result.PatrolPoints[t.Args[1]])
|
|
{
|
|
end = tt.Position;
|
|
end.z += GetCorrectHeight(tt, blockmap, true);
|
|
|
|
lines.Add(new Line3D(start, end, General.Colors.Selection));
|
|
}
|
|
}
|
|
|
|
// Process cameras [CAN USE INTERPOLATION]
|
|
foreach(Thing t in result.Cameras)
|
|
{
|
|
int targettag = t.Args[0] + (t.Args[1] << 8);
|
|
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target doesn't exist
|
|
bool interpolatepath = ((t.Args[2] & 1) != 1);
|
|
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(PathNode node in result.InterpolationPoints[targettag])
|
|
{
|
|
node.IsCurved = interpolatepath;
|
|
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
|
|
}
|
|
}
|
|
|
|
//process actor movers [CAN USE INTERPOLATION]
|
|
foreach(List<Thing> things in result.ActorMovers.Values)
|
|
{
|
|
foreach(Thing t in things)
|
|
{
|
|
int targettag = t.Args[0] + (t.Args[1] << 8);
|
|
|
|
// Add interpolation point targets
|
|
if(targettag != 0 && result.InterpolationPoints.ContainsKey(targettag))
|
|
{
|
|
bool interpolatepath = ((t.Args[2] & 1) != 1);
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(PathNode node in result.InterpolationPoints[targettag])
|
|
{
|
|
node.IsCurved = interpolatepath;
|
|
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
|
|
}
|
|
}
|
|
|
|
// Add thing-to-move targets
|
|
if(actormovertargets.ContainsKey(t.Args[3]))
|
|
{
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(Thing tt in actormovertargets[t.Args[3]])
|
|
{
|
|
end = tt.Position;
|
|
end.z += GetCorrectHeight(tt, blockmap, true);
|
|
lines.Add(new Line3D(start, end, General.Colors.Selection));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process path followers [CAN USE INTERPOLATION]
|
|
foreach(Thing t in result.PathFollowers)
|
|
{
|
|
int targettag = t.Args[0] + (t.Args[1] << 8);
|
|
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target doesn't exist
|
|
bool interpolatepath = (t.Args[2] & 1) != 1;
|
|
|
|
start = t.Position;
|
|
start.z += GetCorrectHeight(t, blockmap, true);
|
|
|
|
foreach(PathNode node in result.InterpolationPoints[targettag])
|
|
{
|
|
node.IsCurved = interpolatepath;
|
|
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
|
|
}
|
|
}
|
|
|
|
// Process polyobjects
|
|
foreach(KeyValuePair<int, List<Thing>> group in result.PolyobjectAnchors)
|
|
{
|
|
if(!result.PolyobjectStartSpots.ContainsKey(group.Key)) continue;
|
|
foreach(Thing anchor in group.Value)
|
|
{
|
|
start = anchor.Position;
|
|
start.z += GetCorrectHeight(anchor, blockmap, true);
|
|
|
|
foreach(Thing startspot in result.PolyobjectStartSpots[group.Key])
|
|
{
|
|
end = startspot.Position;
|
|
end.z += GetCorrectHeight(startspot, blockmap, true);
|
|
lines.Add(new Line3D(start, end, General.Colors.Selection));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process interpolation points [CAN BE INTERPOLATED]
|
|
// 1. Connect PathNodes
|
|
foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
|
|
{
|
|
foreach(PathNode node in group.Value)
|
|
{
|
|
int targettag = node.Thing.Args[3] + (node.Thing.Args[4] << 8);
|
|
if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue;
|
|
|
|
foreach(PathNode targetnode in result.InterpolationPoints[targettag])
|
|
{
|
|
// Connect both ways
|
|
if(!node.NextNodes.ContainsKey(targetnode.Thing.Index)) node.NextNodes.Add(targetnode.Thing.Index, targetnode);
|
|
if(!targetnode.PreviousNodes.ContainsKey(node.Thing.Index)) targetnode.PreviousNodes.Add(node.Thing.Index, node);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 2. Propagate IsCurved flag
|
|
foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
|
|
{
|
|
foreach(PathNode node in group.Value) node.PropagateCurvedFlag();
|
|
}
|
|
|
|
// 3. Make lines
|
|
HashSet<int> processedindices = new HashSet<int>();
|
|
foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
|
|
{
|
|
foreach(PathNode node in group.Value)
|
|
{
|
|
// Draw as a curve?
|
|
if(node.IsCurved && !processedindices.Contains(node.Thing.Index) && node.NextNodes.Count > 0 && node.PreviousNodes.Count > 0)
|
|
{
|
|
PathNode prev = General.GetByIndex(node.PreviousNodes, 0).Value;
|
|
PathNode next = General.GetByIndex(node.NextNodes, 0).Value;
|
|
if(next.NextNodes.Count > 0)
|
|
{
|
|
PathNode nextnext = General.GetByIndex(next.NextNodes, 0).Value;
|
|
|
|
// Generate curve points
|
|
List<Vector3D> points = new List<Vector3D>(11);
|
|
for(int i = 0; i < 11; i++)
|
|
{
|
|
float u = i * 0.1f;
|
|
points.Add(new Vector3D(
|
|
SplineLerp(u, prev.Position.x, node.Position.x, next.Position.x, nextnext.Position.x),
|
|
SplineLerp(u, prev.Position.y, node.Position.y, next.Position.y, nextnext.Position.y),
|
|
(blockmap == null ? 0 : SplineLerp(u, prev.Position.z, node.Position.z, next.Position.z, nextnext.Position.z))
|
|
));
|
|
}
|
|
|
|
// Add line segments
|
|
for(int i = 1; i < 11; i++)
|
|
{
|
|
lines.Add(new Line3D(points[i - 1], points[i], i == 10));
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Draw regular lines
|
|
bool startnode = (node.IsCurved && node.PreviousNodes.Count == 0); // When using curves, this node won't be used by camera (the last node won't be used as well), so draw them using different color
|
|
foreach(PathNode targetnode in node.NextNodes.Values)
|
|
{
|
|
bool isskipped = (startnode || (targetnode.IsCurved && targetnode.NextNodes.Count == 0));
|
|
lines.Add(new Line3D(node.Position, targetnode.Position, (isskipped ? General.Colors.Highlight : General.Colors.InfoLine), !isskipped));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process arg helpers
|
|
const int numsides = 24;
|
|
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
|
|
{
|
|
if(t.Action != 0) continue;
|
|
ThingTypeInfo tti = General.Map.Data.GetThingInfoEx(t.Type);
|
|
if(tti == null) continue;
|
|
|
|
Vector3D pos = t.Position;
|
|
pos.z += GetCorrectHeight(t, blockmap, false);
|
|
|
|
for(int i = 0; i < t.Args.Length; i++)
|
|
{
|
|
if(t.Args[i] != 0 && tti.Args[i].RenderStyle != ArgumentInfo.ArgumentRenderStyle.NONE)
|
|
{
|
|
switch(tti.Args[i].RenderStyle)
|
|
{
|
|
case ArgumentInfo.ArgumentRenderStyle.CIRCLE:
|
|
lines.AddRange(MakeCircleLines(pos, tti.Args[i].RenderColor, t.Args[i], numsides));
|
|
break;
|
|
|
|
case ArgumentInfo.ArgumentRenderStyle.RECTANGLE:
|
|
lines.AddRange(MakeRectangleLines(pos, tti.Args[i].RenderColor, t.Args[i]));
|
|
break;
|
|
|
|
default: throw new NotImplementedException("Unknown ArgumentRenderStyle");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return lines;
|
|
}
|
|
|
|
// Taken from Xabis' "curved interpolation points paths" patch.
|
|
private static float SplineLerp(float u, float p1, float p2, float p3, float p4)
|
|
{
|
|
float t2 = u;
|
|
float res = 2 * p2;
|
|
res += (p3 - p1) * u;
|
|
t2 *= u;
|
|
res += (2 * p1 - 5 * p2 + 4 * p3 - p4) * t2;
|
|
t2 *= u;
|
|
res += (3 * p2 - 3 * p3 + p4 - p1) * t2;
|
|
return 0.5f * res;
|
|
}
|
|
|
|
// Required only when called from VisualMode
|
|
private static float GetCorrectHeight(Thing thing, VisualBlockMap blockmap, bool usethingcenter)
|
|
{
|
|
if(blockmap == null) return 0f;
|
|
float height = (usethingcenter ? thing.Height / 2f : 0f);
|
|
if(thing.Sector == null) thing.DetermineSector(blockmap);
|
|
if(thing.Sector != null) height += thing.Sector.FloorHeight;
|
|
return height;
|
|
}
|
|
}
|
|
}
|