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/*
* TopView.cpp
*
* Copyright (C) 2008 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "TopView.h"
#include <Data/Level.h>
#include <Data/Room.h>
#include <Data/Triangle.h>
#include <Gui/RenderArea.h>
#include <GL/gl.h>
#include <cmath>
#include <set>
namespace ZoomEdit {
namespace View {
bool TopView::Edge::operator<(const Edge &e) const {
if(v1->getX() < e.v1->getX())
return true;
if(v1->getX() > e.v1->getX())
return false;
if(v1->getY() < e.v1->getY())
return true;
if(v1->getY() > e.v1->getY())
return false;
if(v1->getZ() < e.v1->getZ())
return true;
if(v1->getZ() > e.v1->getZ())
return false;
if(v2->getX() < e.v2->getX())
return true;
if(v2->getX() > e.v2->getX())
return false;
if(v2->getY() < e.v2->getY())
return true;
if(v2->getY() > e.v2->getY())
return false;
if(v2->getZ() < e.v2->getZ())
return true;
if(v2->getZ() > e.v2->getZ())
return false;
return false;
}
void TopView::drawGrid(Gui::RenderArea *renderArea) {
float depth = std::log10(renderArea->getScale())-0.75f;
float depth2 = std::floor(depth);
float step = std::pow(0.1f, depth2);
float x1, x2;
float y1, y2;
float width = renderArea->getViewWidth();
float height = renderArea->getViewHeight();
x1 = x2 = renderArea->getXCenter();
y1 = y2 = renderArea->getYCenter();
x1 -= width/2; x2 += width/2;
y1 -= height/2; y2 += height/2;
glLineWidth(1.0f);
glBegin(GL_LINES);
for(int i = 0; 0.4f*(depth-depth2+i-1) < 0.5f; i++) {
float f = std::min(0.4f*(depth-depth2+i), 0.5f);
glColor3f(f, f, f);
for(f = x1 - std::fmod(x1, step); f <= x2; f+=step) {
glVertex2f(f, y1);
glVertex2f(f, y2);
}
for(f = y1 - std::fmod(y1, step); f <= y2; f+=step) {
glVertex2f(x1, f);
glVertex2f(x2, f);
}
step *= 10;
}
glEnd();
}
void TopView::renderRoom(Data::Room *room) {
const std::list<Data::Triangle*> &floor = room->getFloorTriangles();
std::multiset<Edge> edges;
glColor4f(0.0f, 0.7f, 1.0f, 0.3f);
glBegin(GL_TRIANGLES);
for(std::list<Data::Triangle*>::const_iterator t = floor.begin(); t != floor.end(); ++t) {
for(int i = 0; i < 3; ++i) {
const Data::Vertex &v = (*t)->getVertex(i);
const Data::Vertex &v2 = (*t)->getVertex((i+1)%3);
glVertex2f(v.getX(), v.getZ());
edges.insert(Edge(&v, &v2));
}
}
glEnd();
for(std::multiset<Edge>::iterator next = edges.begin(); next != edges.end();) {
std::multiset<Edge>::iterator edge = next++;
std::multiset<Edge>::iterator edge2 = edges.find(Edge(edge->v2, edge->v1));
if(edge2 != edges.end()) {
edges.erase(edge2);
next = edge;
++next;
edges.erase(edge);
}
}
glColor4f(0.0f, 0.7f, 1.0f, 0.7f);
glLineWidth(1.0f);
glBegin(GL_LINES);
for(std::multiset<Edge>::iterator edge = edges.begin(); edge != edges.end(); ++edge) {
glVertex2f(edge->v1->getX(), edge->v1->getZ());
glVertex2f(edge->v2->getX(), edge->v2->getZ());
}
glEnd();
}
void TopView::render(Gui::RenderArea *renderArea) {
drawGrid(renderArea);
if(!level)
return;
const std::list<Data::Room*> &rooms = level->getRooms();
for(std::list<Data::Room*>::const_iterator room = rooms.begin(); room != rooms.end(); ++room)
renderRoom(*room);
}
void TopView::getBounds(float *minX, float *maxX, float *minY, float *maxY) {
if(!level)
return;
if(minX)
*minX = 0;
if(maxX)
*maxX = 0;
if(minY)
*minY = 0;
if(maxY)
*maxY = 0;
const std::list<Data::Room*> &rooms = level->getRooms();
for(std::list<Data::Room*>::const_iterator room = rooms.begin(); room != rooms.end(); ++room) {
const std::list<Data::Triangle*> &triangles = (*room)->getFloorTriangles();
for(std::list<Data::Triangle*>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
const Data::Vertex &v1 = (*t)->getVertex(0), &v2 = (*t)->getVertex(1), &v3 = (*t)->getVertex(2);
if(minX)
*minX = std::min(std::min(*minX, v1.getX()), std::min(v2.getX(), v3.getX()));
if(maxX)
*maxX = std::max(std::max(*maxX, v1.getX()), std::max(v2.getX(), v3.getX()));
if(minY)
*minY = std::min(std::min(*minY, v1.getZ()), std::min(v2.getZ(), v3.getZ()));
if(maxY)
*maxY = std::max(std::max(*maxY, v1.getZ()), std::max(v2.getZ(), v3.getZ()));
}
}
if(minX)
*minX -= 2.5f;
if(maxX)
*maxX += 2.5f;
if(minY)
*minY -= 2.5f;
if(maxY)
*maxY += 2.5f;
}
}
}
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