UltimateZoneBuilder/Source/Core/GZBuilder/Data/LinksCollector.cs

700 lines
23 KiB
C#
Executable file

#region ================== Namespaces
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;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public static class LinksCollector
{
#region ================== SpecialThings
private class SpecialThings
{
public readonly Dictionary<int, List<Thing>> PatrolPoints; // PatrolPoint tag, list of PatrolPoints
public readonly List<Thing> PatrolSpecials;
public readonly Dictionary<int, List<PathNode>> InterpolationPoints; // InterpolationPoint tag, list of InterpolationPoints
public readonly List<Thing> InterpolationSpecials;
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>>();
PatrolSpecials = new List<Thing>();
InterpolationPoints = new Dictionary<int, List<PathNode>>();
InterpolationSpecials = new List<Thing>();
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>>();
}
}
#endregion
#region ================== PathNode
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();
}
}
}
#endregion
#region ================== Constants
private const int CIRCLE_SIDES = 24;
#endregion
#region ================== Shape creation methods
private 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;
}
private 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),
};
}
#endregion
#region ================== GetHelperShapes
public static List<Line3D> GetHelperShapes(ICollection<Thing> things) { return GetHelperShapes(things, null); }
public static List<Line3D> GetHelperShapes(ICollection<Thing> things, VisualBlockMap blockmap)
{
var lines = GetHelperShapes(GetSpecialThings(things, blockmap), blockmap);
lines.AddRange(GetThingArgumentShapes(things, blockmap, CIRCLE_SIDES));
return lines;
}
private static SpecialThings GetSpecialThings(ICollection<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 "patrolspecial":
result.PatrolSpecials.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 "interpolationspecial":
result.InterpolationSpecials.Add(t);
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> GetHelperShapes(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 patrol specials
foreach (Thing t in result.PatrolSpecials)
{
if (!result.PatrolPoints.ContainsKey(t.Tag)) continue;
start = t.Position;
start.z += GetCorrectHeight(t, blockmap, true);
foreach (Thing tt in result.PatrolPoints[t.Tag])
{
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();
}
// Process interpolation specials
foreach (Thing t in result.InterpolationSpecials)
{
int targettag = t.Tag;
if (targettag == 0 || !result.InterpolationPoints.ContainsKey(targettag)) continue; //no target / target doesn't exist
start = t.Position;
start.z += GetCorrectHeight(t, blockmap, true);
foreach (PathNode node in result.InterpolationPoints[targettag])
{
//Do not connect specials to the first or last node of a curved path, since those are used as spline control points only
if (node.IsCurved && (node.PreviousNodes.Count == 0 || node.NextNodes.Count == 0))
continue;
lines.Add(new Line3D(start, node.Position, General.Colors.Selection));
}
}
// 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));
}
}
}
return lines;
}
#endregion
#region ================== GetThingArgumentShapes
// Create argument value/min/max shapes
private static List<Line3D> GetThingArgumentShapes(ICollection<Thing> things, VisualBlockMap blockmap, int numsides)
{
var lines = new List<Line3D>();
foreach(Thing t in things)
{
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) continue; // Avoid visual noise
var a = tti.Args[i]; //TODO: can this be null?
switch(a.RenderStyle)
{
case ArgumentInfo.ArgumentRenderStyle.CIRCLE:
lines.AddRange(MakeCircleLines(pos, a.RenderColor, t.Args[i], numsides));
if(a.MinRange > 0) lines.AddRange(MakeCircleLines(pos, a.MinRangeColor, a.MinRange, numsides));
if(a.MaxRange > 0) lines.AddRange(MakeCircleLines(pos, a.MaxRangeColor, a.MaxRange, numsides));
break;
case ArgumentInfo.ArgumentRenderStyle.RECTANGLE:
lines.AddRange(MakeRectangleLines(pos, a.RenderColor, t.Args[i]));
if(a.MinRange > 0) lines.AddRange(MakeRectangleLines(pos, a.MinRangeColor, a.MinRange));
if(a.MaxRange > 0) lines.AddRange(MakeRectangleLines(pos, a.MaxRangeColor, a.MaxRange));
break;
case ArgumentInfo.ArgumentRenderStyle.NONE:
break;
default: throw new NotImplementedException("Unknown ArgumentRenderStyle");
}
}
}
return lines;
}
#endregion
#region ================== GetDynamicLightShapes
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 = GZGeneral.GetGZLightTypeByThing(t);
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.DynamicLightType - 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.DynamicLightType)
{
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
}
}