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https://git.do.srb2.org/STJr/ZoneBuilder.git
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403 lines
14 KiB
C#
403 lines
14 KiB
C#
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.GZBuilder.Geometry;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.VisualModes;
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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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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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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, BSP bsp, bool useblockmap)
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{
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thing = t;
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position = new Vector3D(t.Position, (blockmap != null ? t.Position.z + GetCorrectHeight(t, blockmap, bsp, useblockmap) : t.Position.z));
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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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public static List<Line3D> GetThingLinks(IEnumerable<Thing> things) { return GetThingLinks(things, null, null, false); }
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public static List<Line3D> GetThingLinks(IEnumerable<Thing> things, VisualBlockMap blockmap, BSP bsp, bool useblockmap)
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{
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return GetThingLinks(GetSpecialThings(things, blockmap, bsp, useblockmap), blockmap, bsp, useblockmap);
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}
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private static SpecialThings GetSpecialThings(IEnumerable<Thing> things, VisualBlockMap blockmap, BSP bsp, bool useblockmap)
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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.SRB2Type);
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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.SRB2Type);
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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, bsp, useblockmap));
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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> GetThingLinks(SpecialThings result, VisualBlockMap blockmap, BSP bsp, bool useblockmap)
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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 desn'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, bsp, useblockmap);
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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 desn'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, bsp, useblockmap);
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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, bsp, useblockmap);
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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, bsp, useblockmap);
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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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// Taken from Xabis' "curved interpolation points paths" patch.
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private static float SplineLerp(float u, float p1, float p2, float p3, float p4)
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{
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float t2 = u;
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float res = 2 * p2;
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res += (p3 - p1) * u;
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t2 *= u;
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res += (2 * p1 - 5 * p2 + 4 * p3 - p4) * t2;
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t2 *= u;
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res += (3 * p2 - 3 * p3 + p4 - p1) * t2;
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return 0.5f * res;
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}
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// Required only when called from VisualMode
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private static float GetCorrectHeight(Thing thing, VisualBlockMap blockmap, BSP bsp, bool useblockmap)
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{
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if(blockmap == null) return 0f;
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float height = thing.Height / 2f;
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if (thing.Sector == null)
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{
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if (useblockmap)
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thing.DetermineSector(blockmap);
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else
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thing.DetermineSector(bsp);
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}
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if(thing.Sector != null) height += thing.Sector.FloorHeight;
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return height;
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}
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}
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}
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