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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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653 lines
22 KiB
C#
Executable file
653 lines
22 KiB
C#
Executable file
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Data
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{
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public static class LinksCollector
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{
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#region ================== SpecialThings
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private class SpecialThings
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{
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public readonly Dictionary<int, List<Thing>> PatrolPoints; // PatrolPoint tag, list of PatrolPoints
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public readonly Dictionary<int, List<PathNode>> InterpolationPoints; // InterpolationPoint tag, list of InterpolationPoints
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public readonly List<Thing> ThingsWithGoal;
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public readonly List<Thing> Cameras;
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public readonly Dictionary<int, List<Thing>> ActorMovers; // ActorMover target tag, list of ActorMovers
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public readonly List<Thing> PathFollowers;
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public readonly Dictionary<int, List<Thing>> PolyobjectAnchors; //angle, list of PolyobjectAnchors
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public readonly Dictionary<int, List<Thing>> PolyobjectStartSpots; //angle, list of PolyobjectStartSpots
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public SpecialThings()
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{
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PatrolPoints = new Dictionary<int, List<Thing>>();
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InterpolationPoints = new Dictionary<int, List<PathNode>>();
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ThingsWithGoal = new List<Thing>();
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Cameras = new List<Thing>();
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ActorMovers = new Dictionary<int, List<Thing>>();
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PathFollowers = new List<Thing>();
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PolyobjectAnchors = new Dictionary<int, List<Thing>>();
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PolyobjectStartSpots = new Dictionary<int, List<Thing>>();
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}
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}
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#endregion
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#region ================== PathNode
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private class PathNode
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{
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private readonly Thing thing;
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private readonly Vector3D position;
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private readonly Dictionary<int, PathNode> nextnodes;
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private readonly Dictionary<int, PathNode> prevnodes;
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public Thing Thing { get { return thing; } }
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public Dictionary<int, PathNode> NextNodes { get { return nextnodes; } } // Thing index, PathNode
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public Dictionary<int, PathNode> PreviousNodes { get { return prevnodes; } } // Thing index, PathNode
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public Vector3D Position { get { return position; } }
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public bool IsCurved;
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public PathNode(Thing t, VisualBlockMap blockmap)
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{
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thing = t;
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position = t.Position;
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position.z += GetCorrectHeight(t, blockmap, true);
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nextnodes = new Dictionary<int, PathNode>();
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prevnodes = new Dictionary<int, PathNode>();
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}
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internal void PropagateCurvedFlag()
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{
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if(!IsCurved) return;
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foreach(PathNode node in nextnodes.Values)
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{
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if(node.IsCurved) continue;
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node.IsCurved = true;
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node.PropagateCurvedFlag();
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}
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foreach(PathNode node in prevnodes.Values)
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{
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if(node.IsCurved) continue;
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node.IsCurved = true;
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node.PropagateCurvedFlag();
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}
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}
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}
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#endregion
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#region ================== Constants
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private const int CIRCLE_SIDES = 24;
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#endregion
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#region ================== Shape creation methods
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private static IEnumerable<Line3D> MakeCircleLines(Vector3D pos, PixelColor color, float radius, int numsides)
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{
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List<Line3D> result = new List<Line3D>(numsides);
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Vector3D start = new Vector3D(pos.x, pos.y + radius, pos.z);
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float anglestep = Angle2D.PI2 / numsides;
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for(int i = 1; i < numsides + 1; i++)
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{
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Vector3D end = pos + new Vector3D((float)Math.Sin(anglestep * i) * radius, (float)Math.Cos(anglestep * i) * radius, 0f);
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result.Add(new Line3D(start, end, color, false));
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start = end;
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}
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return result;
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}
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private static IEnumerable<Line3D> MakeRectangleLines(Vector3D pos, PixelColor color, float size)
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{
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float halfsize = size / 2;
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Vector3D tl = new Vector3D(pos.x - halfsize, pos.y - halfsize, pos.z);
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Vector3D tr = new Vector3D(pos.x + halfsize, pos.y - halfsize, pos.z);
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Vector3D bl = new Vector3D(pos.x - halfsize, pos.y + halfsize, pos.z);
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Vector3D br = new Vector3D(pos.x + halfsize, pos.y + halfsize, pos.z);
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return new List<Line3D>
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{
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new Line3D(tl, tr, color, false),
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new Line3D(tr, br, color, false),
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new Line3D(bl, br, color, false),
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new Line3D(bl, tl, color, false),
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};
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}
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#endregion
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#region ================== GetHelperShapes
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public static List<Line3D> GetHelperShapes(ICollection<Thing> things) { return GetHelperShapes(things, null); }
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public static List<Line3D> GetHelperShapes(ICollection<Thing> things, VisualBlockMap blockmap)
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{
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var lines = GetHelperShapes(GetSpecialThings(things, blockmap), blockmap);
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lines.AddRange(GetThingArgumentShapes(things, blockmap, CIRCLE_SIDES));
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return lines;
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}
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private static SpecialThings GetSpecialThings(ICollection<Thing> things, VisualBlockMap blockmap)
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{
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SpecialThings result = new SpecialThings();
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// Process oh so special things
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foreach(Thing t in things)
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{
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ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
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if(info == null) continue;
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switch(info.ClassName.ToLowerInvariant())
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{
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case "patrolpoint":
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if(t.Tag != 0 || t.Args[0] != 0)
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{
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if(!result.PatrolPoints.ContainsKey(t.Tag)) result.PatrolPoints.Add(t.Tag, new List<Thing>());
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result.PatrolPoints[t.Tag].Add(t);
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}
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break;
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case "$polyanchor":
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if(!result.PolyobjectAnchors.ContainsKey(t.AngleDoom)) result.PolyobjectAnchors[t.AngleDoom] = new List<Thing>();
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result.PolyobjectAnchors[t.AngleDoom].Add(t);
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break;
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case "$polyspawn":
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case "$polyspawncrush":
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case "$polyspawnhurt":
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if(!result.PolyobjectStartSpots.ContainsKey(t.AngleDoom)) result.PolyobjectStartSpots[t.AngleDoom] = new List<Thing>();
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result.PolyobjectStartSpots[t.AngleDoom].Add(t);
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break;
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}
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// Process Thing_SetGoal action
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if(t.Action != 0
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&& General.Map.Config.LinedefActions.ContainsKey(t.Action)
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&& General.Map.Config.LinedefActions[t.Action].Id.ToLowerInvariant() == "thing_setgoal"
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&& (t.Args[0] == 0 || t.Args[0] == t.Tag)
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&& t.Args[1] != 0)
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{
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result.ThingsWithGoal.Add(t);
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}
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}
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// We may need all of these actors...
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
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{
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ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
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if(info == null) continue;
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switch(info.ClassName.ToLowerInvariant())
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{
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case "interpolationpoint":
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if(!result.InterpolationPoints.ContainsKey(t.Tag)) result.InterpolationPoints.Add(t.Tag, new List<PathNode>());
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result.InterpolationPoints[t.Tag].Add(new PathNode(t, blockmap));
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break;
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case "movingcamera":
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if(t.Args[0] != 0 || t.Args[1] != 0) result.Cameras.Add(t);
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break;
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case "pathfollower":
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if(t.Args[0] != 0 || t.Args[1] != 0) result.PathFollowers.Add(t);
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break;
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case "actormover":
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if((t.Args[0] != 0 || t.Args[1] != 0) && t.Args[3] != 0)
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{
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if(!result.ActorMovers.ContainsKey(t.Args[3])) result.ActorMovers.Add(t.Args[3], new List<Thing>());
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result.ActorMovers[t.Args[3]].Add(t);
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}
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break;
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}
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}
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return result;
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}
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private static List<Line3D> GetHelperShapes(SpecialThings result, VisualBlockMap blockmap)
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{
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var lines = new List<Line3D>();
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var actormovertargets = new Dictionary<int, List<Thing>>();
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// Get ActorMover targets
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if(result.ActorMovers.Count > 0)
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{
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foreach(Thing t in General.Map.Map.Things)
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{
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if(t.Tag == 0 || !result.ActorMovers.ContainsKey(t.Tag)) continue;
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if(!actormovertargets.ContainsKey(t.Tag)) actormovertargets[t.Tag] = new List<Thing>();
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actormovertargets[t.Tag].Add(t);
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}
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}
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Vector3D start, end;
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// Process patrol points
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foreach(KeyValuePair<int, List<Thing>> group in result.PatrolPoints)
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{
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foreach(Thing t in group.Value)
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{
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if(!result.PatrolPoints.ContainsKey(t.Args[0])) continue;
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(Thing tt in result.PatrolPoints[t.Args[0]])
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{
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end = tt.Position;
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end.z += GetCorrectHeight(tt, blockmap, true);
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lines.Add(new Line3D(start, end));
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}
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}
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}
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// Process things with Thing_SetGoal
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foreach(Thing t in result.ThingsWithGoal)
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{
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if(!result.PatrolPoints.ContainsKey(t.Args[1])) continue;
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(Thing tt in result.PatrolPoints[t.Args[1]])
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{
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end = tt.Position;
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end.z += GetCorrectHeight(tt, blockmap, true);
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lines.Add(new Line3D(start, end, General.Colors.Selection));
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}
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}
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// Process cameras [CAN USE INTERPOLATION]
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foreach(Thing t in result.Cameras)
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{
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int targettag = t.Args[0] + (t.Args[1] << 8);
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if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target doesn't exist
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bool interpolatepath = ((t.Args[2] & 1) != 1);
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(PathNode node in result.InterpolationPoints[targettag])
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{
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node.IsCurved = interpolatepath;
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lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
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}
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}
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//process actor movers [CAN USE INTERPOLATION]
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foreach(List<Thing> things in result.ActorMovers.Values)
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{
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foreach(Thing t in things)
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{
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int targettag = t.Args[0] + (t.Args[1] << 8);
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// Add interpolation point targets
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if(targettag != 0 && result.InterpolationPoints.ContainsKey(targettag))
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{
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bool interpolatepath = ((t.Args[2] & 1) != 1);
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(PathNode node in result.InterpolationPoints[targettag])
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{
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node.IsCurved = interpolatepath;
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lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
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}
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}
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// Add thing-to-move targets
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if(actormovertargets.ContainsKey(t.Args[3]))
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{
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(Thing tt in actormovertargets[t.Args[3]])
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{
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end = tt.Position;
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end.z += GetCorrectHeight(tt, blockmap, true);
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lines.Add(new Line3D(start, end, General.Colors.Selection));
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}
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}
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}
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}
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// Process path followers [CAN USE INTERPOLATION]
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foreach(Thing t in result.PathFollowers)
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{
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int targettag = t.Args[0] + (t.Args[1] << 8);
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if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target doesn't exist
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bool interpolatepath = (t.Args[2] & 1) != 1;
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start = t.Position;
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start.z += GetCorrectHeight(t, blockmap, true);
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foreach(PathNode node in result.InterpolationPoints[targettag])
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{
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node.IsCurved = interpolatepath;
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lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
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}
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}
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// Process polyobjects
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foreach(KeyValuePair<int, List<Thing>> group in result.PolyobjectAnchors)
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{
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if(!result.PolyobjectStartSpots.ContainsKey(group.Key)) continue;
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foreach(Thing anchor in group.Value)
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{
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start = anchor.Position;
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start.z += GetCorrectHeight(anchor, blockmap, true);
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foreach(Thing startspot in result.PolyobjectStartSpots[group.Key])
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{
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end = startspot.Position;
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end.z += GetCorrectHeight(startspot, blockmap, true);
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lines.Add(new Line3D(start, end, General.Colors.Selection));
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}
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}
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}
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// Process interpolation points [CAN BE INTERPOLATED]
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// 1. Connect PathNodes
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foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
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{
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foreach(PathNode node in group.Value)
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{
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int targettag = node.Thing.Args[3] + (node.Thing.Args[4] << 8);
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if(targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue;
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foreach(PathNode targetnode in result.InterpolationPoints[targettag])
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{
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// Connect both ways
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if(!node.NextNodes.ContainsKey(targetnode.Thing.Index)) node.NextNodes.Add(targetnode.Thing.Index, targetnode);
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if(!targetnode.PreviousNodes.ContainsKey(node.Thing.Index)) targetnode.PreviousNodes.Add(node.Thing.Index, node);
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}
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}
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}
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// 2. Propagate IsCurved flag
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foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
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{
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foreach(PathNode node in group.Value) node.PropagateCurvedFlag();
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}
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// 3. Make lines
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HashSet<int> processedindices = new HashSet<int>();
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foreach(KeyValuePair<int, List<PathNode>> group in result.InterpolationPoints)
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{
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foreach(PathNode node in group.Value)
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{
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// Draw as a curve?
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if(node.IsCurved && !processedindices.Contains(node.Thing.Index) && node.NextNodes.Count > 0 && node.PreviousNodes.Count > 0)
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{
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PathNode prev = General.GetByIndex(node.PreviousNodes, 0).Value;
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PathNode next = General.GetByIndex(node.NextNodes, 0).Value;
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if(next.NextNodes.Count > 0)
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{
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PathNode nextnext = General.GetByIndex(next.NextNodes, 0).Value;
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// Generate curve points
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List<Vector3D> points = new List<Vector3D>(11);
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for(int i = 0; i < 11; i++)
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{
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float u = i * 0.1f;
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points.Add(new Vector3D(
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SplineLerp(u, prev.Position.x, node.Position.x, next.Position.x, nextnext.Position.x),
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SplineLerp(u, prev.Position.y, node.Position.y, next.Position.y, nextnext.Position.y),
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(blockmap == null ? 0 : SplineLerp(u, prev.Position.z, node.Position.z, next.Position.z, nextnext.Position.z))
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));
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}
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// Add line segments
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for(int i = 1; i < 11; i++)
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{
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lines.Add(new Line3D(points[i - 1], points[i], i == 10));
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}
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continue;
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}
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}
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// Draw regular lines
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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
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foreach(PathNode targetnode in node.NextNodes.Values)
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{
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bool isskipped = (startnode || (targetnode.IsCurved && targetnode.NextNodes.Count == 0));
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lines.Add(new Line3D(node.Position, targetnode.Position, (isskipped ? General.Colors.Highlight : General.Colors.InfoLine), !isskipped));
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}
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}
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}
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return lines;
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}
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#endregion
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#region ================== GetThingArgumentShapes
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// Create argument value/min/max shapes
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private static List<Line3D> GetThingArgumentShapes(ICollection<Thing> things, VisualBlockMap blockmap, int numsides)
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{
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var lines = new List<Line3D>();
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foreach(Thing t in things)
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{
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if(t.Action != 0) continue;
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ThingTypeInfo tti = General.Map.Data.GetThingInfoEx(t.Type);
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if(tti == null) continue;
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Vector3D pos = t.Position;
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pos.z += GetCorrectHeight(t, blockmap, false);
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for(int i = 0; i < t.Args.Length; i++)
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{
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if(t.Args[i] == 0) continue; // Avoid visual noise
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var a = tti.Args[i]; //TODO: can this be null?
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switch(a.RenderStyle)
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{
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case ArgumentInfo.ArgumentRenderStyle.CIRCLE:
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lines.AddRange(MakeCircleLines(pos, a.RenderColor, t.Args[i], numsides));
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if(a.MinRange > 0) lines.AddRange(MakeCircleLines(pos, a.MinRangeColor, a.MinRange, numsides));
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if(a.MaxRange > 0) lines.AddRange(MakeCircleLines(pos, a.MaxRangeColor, a.MaxRange, numsides));
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break;
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case ArgumentInfo.ArgumentRenderStyle.RECTANGLE:
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lines.AddRange(MakeRectangleLines(pos, a.RenderColor, t.Args[i]));
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if(a.MinRange > 0) lines.AddRange(MakeRectangleLines(pos, a.MinRangeColor, a.MinRange));
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if(a.MaxRange > 0) lines.AddRange(MakeRectangleLines(pos, a.MaxRangeColor, a.MaxRange));
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break;
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case ArgumentInfo.ArgumentRenderStyle.NONE:
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break;
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default: throw new NotImplementedException("Unknown ArgumentRenderStyle");
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}
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}
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}
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return lines;
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}
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#endregion
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#region ================== GetDynamicLightShapes
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public static List<Line3D> GetDynamicLightShapes(IEnumerable<Thing> things, bool highlight)
|
|
{
|
|
List<Line3D> circles = new List<Line3D>();
|
|
if(General.Map.DOOM) return circles;
|
|
|
|
const int linealpha = 128;
|
|
foreach(Thing t in things)
|
|
{
|
|
int lightid = Array.IndexOf(GZGeneral.GZ_LIGHTS, t.Type);
|
|
if(lightid == -1) continue;
|
|
|
|
// TODO: this basically duplicates VisualThing.UpdateLight()...
|
|
// Determine light radiii
|
|
int primaryradius;
|
|
int secondaryradius = 0;
|
|
|
|
if(lightid < GZGeneral.GZ_LIGHT_TYPES[3]) //if it's gzdoom light
|
|
{
|
|
int n;
|
|
if (lightid < GZGeneral.GZ_LIGHT_TYPES[0]) n = 0;
|
|
else if (lightid < GZGeneral.GZ_LIGHT_TYPES[1]) n = 10;
|
|
else if (lightid < GZGeneral.GZ_LIGHT_TYPES[2]) n = 20;
|
|
else n = 30;
|
|
DynamicLightType lightType = (DynamicLightType)(t.Type - 9800 - n);
|
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
|
{
|
|
if(t.Sector == null) t.DetermineSector();
|
|
int scaler = (t.Sector != null ? t.Sector.Brightness / 4 : 2);
|
|
primaryradius = t.Args[3] * scaler;
|
|
}
|
|
else
|
|
{
|
|
primaryradius = t.Args[3] * 2; //works... that.. way in GZDoom
|
|
if(lightType > 0) secondaryradius = t.Args[4] * 2;
|
|
}
|
|
}
|
|
else //it's one of vavoom lights
|
|
{
|
|
primaryradius = t.Args[0] * 8;
|
|
}
|
|
|
|
// Check radii...
|
|
if(primaryradius < 1 && secondaryradius < 1) continue;
|
|
|
|
// Determine light color
|
|
PixelColor color;
|
|
if(highlight)
|
|
{
|
|
color = General.Colors.Highlight.WithAlpha(linealpha);
|
|
}
|
|
else
|
|
{
|
|
switch(t.Type)
|
|
{
|
|
case 1502: // Vavoom light
|
|
color = new PixelColor(linealpha, 255, 255, 255);
|
|
break;
|
|
|
|
case 1503: // Vavoom colored light
|
|
color = new PixelColor(linealpha, (byte)t.Args[1], (byte)t.Args[2], (byte)t.Args[3]);
|
|
break;
|
|
|
|
default:
|
|
color = new PixelColor(linealpha, (byte)t.Args[0], (byte)t.Args[1], (byte)t.Args[2]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add lines if visible
|
|
if(primaryradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, primaryradius, CIRCLE_SIDES));
|
|
if(secondaryradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, secondaryradius, CIRCLE_SIDES));
|
|
}
|
|
|
|
// Done
|
|
return circles;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== GetAmbientSoundShapes
|
|
|
|
public static List<Line3D> GetAmbientSoundShapes(IEnumerable<Thing> things, bool highlight)
|
|
{
|
|
List<Line3D> circles = new List<Line3D>();
|
|
const int linealpha = 128;
|
|
|
|
foreach(Thing t in things)
|
|
{
|
|
ThingTypeInfo info = General.Map.Data.GetThingInfoEx(t.Type);
|
|
if(info == null) continue;
|
|
|
|
float minradius, maxradius;
|
|
if(info.AmbientSound != null)
|
|
{
|
|
minradius = info.AmbientSound.MinimumRadius;
|
|
maxradius = info.AmbientSound.MaximumRadius;
|
|
}
|
|
else if(!General.Map.DOOM && (info.ClassName == "AmbientSound" || info.ClassName == "AmbientSoundNoGravity"))
|
|
{
|
|
//arg0: ambient slot
|
|
//arg1: (optional) sound volume, in percent. 1 is nearly silent, 100 and above are full volume. If left to zero, full volume is also used.
|
|
//arg2: (optional) minimum distance, in map units, at which volume attenuation begins. Note that arg3 must also be set. If both are left to zero, normal rolloff is used instead.
|
|
//arg3: (optional) maximum distance, in map units, at which the sound can be heard. If left to zero or lower than arg2, normal rolloff is used instead.
|
|
//arg4: (optional) scalar by which to multiply the values of arg2 and arg3. If left to zero, no multiplication takes place.
|
|
|
|
if(t.Args[0] == 0 || !General.Map.Data.AmbientSounds.ContainsKey(t.Args[0]))
|
|
continue;
|
|
|
|
// Use custom radii?
|
|
if(t.Args[2] > 0 && t.Args[3] > 0 && t.Args[3] > t.Args[2])
|
|
{
|
|
minradius = t.Args[2] * (t.Args[4] != 0 ? t.Args[4] : 1.0f);
|
|
maxradius = t.Args[3] * (t.Args[4] != 0 ? t.Args[4] : 1.0f);
|
|
}
|
|
else
|
|
{
|
|
minradius = General.Map.Data.AmbientSounds[t.Args[0]].MinimumRadius;
|
|
maxradius = General.Map.Data.AmbientSounds[t.Args[0]].MaximumRadius;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Determine color
|
|
PixelColor color = (highlight ? General.Colors.Highlight.WithAlpha(linealpha) : t.Color.WithAlpha(linealpha));
|
|
|
|
// Add lines if visible
|
|
if(minradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, minradius, CIRCLE_SIDES));
|
|
if(maxradius > 0) circles.AddRange(MakeCircleLines(t.Position, color, maxradius, CIRCLE_SIDES));
|
|
}
|
|
|
|
return circles;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Utility
|
|
|
|
// 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;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|