UltimateZoneBuilder/Source/BuilderModes/Editing/TriangulatorMode.cs

381 lines
9.1 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.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Threading;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
#if DEBUG
[EditMode(SwitchAction = "triangulatormode", // Action name used to switch to this mode
ButtonDesc = "Triangulator Mode", // Description on the button in toolbar/menu
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;
#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 Cancel()
{
base.Cancel();
// Return to this mode
General.Map.ChangeMode(new SectorsMode());
}
// Mode engages
public override void Engage()
{
base.Engage();
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
// Check which mode we are switching to
if(General.Map.NewMode is VerticesMode)
{
// Convert selection to vertices
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
else if(General.Map.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 RedrawDisplay()
{
// Start with a clear display
if(renderer.Start(true, true))
{
// Do not show things
renderer.SetThingsRenderOrder(false);
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.RenderSector(highlighted, General.Colors.Highlight);
// Done
renderer.Finish();
}
}
// This highlights a new item
protected void Highlight(Sector s)
{
// Update display
if(renderer.Start(false, false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.RenderSector(highlighted);
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.RenderSector(highlighted, General.Colors.Highlight);
// Done
renderer.Finish();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(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 MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse button pressed
public override void MouseDown(MouseEventArgs e)
{
base.MouseDown(e);
bool front, back;
// Which button is used?
if(e.Button == EditMode.SELECT_BUTTON)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Flip selection
highlighted.Selected = !highlighted.Selected;
// 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.Start(false, false))
{
// Redraw highlight to show selection
renderer.RenderSector(highlighted);
renderer.Finish();
}
}
}
}
// Mouse released
public override void MouseUp(MouseEventArgs e)
{
ICollection<Sector> selected;
TriangleList triangles;
base.MouseUp(e);
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Anything selected?
selected = General.Map.Map.GetSectorsSelection(true);
if(selected.Count > 0)
{
// Remove highlight
Highlight(null);
// Clear selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Interface.RedrawDisplay();
// Get a triangulator and bind events
EarClipTriangulator t = new EarClipTriangulator();
t.OnShowLine = new EarClipTriangulator.ShowLine(ShowLine);
t.OnShowPolygon = new EarClipTriangulator.ShowPolygon(ShowPolygon);
// Triangulate this now!
triangles = t.Triangulate(General.GetByIndex<Sector>(selected, 0));
// Start with a clear display
if(renderer.Start(true, true))
{
// Do not show things
renderer.SetThingsRenderOrder(false);
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
// Go for all triangle vertices
for(int i = 0; i < triangles.Count; i += 3)
{
renderer.RenderLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
renderer.RenderLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
renderer.RenderLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
}
// Done
renderer.Finish();
}
}
}
}
// This shows a line
private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c)
{
// Start with a clear display
if(renderer.Start(true, true))
{
// Do not show things
renderer.SetThingsRenderOrder(false);
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
// Show the line
renderer.RenderLine(v1, v2, c);
// Done
renderer.Finish();
}
// Wait a bit
Thread.Sleep(200);
}
// This shows a polygon
private void ShowPolygon(Polygon p, PixelColor c)
{
for(int a = 0; a < 6; a++)
{
RedrawDisplay();
Thread.Sleep(10);
// Start with a clear display
if(renderer.Start(true, true))
{
// Do not show things
renderer.SetThingsRenderOrder(false);
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
// Go for all vertices in the polygon
for(int i = 1; i < p.Count; i++)
{
// Show the line
renderer.RenderLine(p[i - 1], p[i], c);
}
// Show last line as well
renderer.RenderLine(p[p.Count - 1], p[0], c);
// Done
renderer.Finish();
}
// Wait a bit
Thread.Sleep(100);
}
}
#endregion
}
#endif
}