//mxd private void CreateTiles() { Point lt = TileForPoint(mapbounds.Left - Tile.TILE_SIZE, mapbounds.Top - Tile.TILE_SIZE); Point rb = TileForPoint(mapbounds.Right + Tile.TILE_SIZE, mapbounds.Bottom + Tile.TILE_SIZE); Rectangle tilesrect = new Rectangle(lt.X, lt.Y, rb.X - lt.X, rb.Y - lt.Y); NearestLineBlockmap blockmap = new NearestLineBlockmap(tilesrect); for (int x = tilesrect.X; x <= tilesrect.Right; x += Tile.TILE_SIZE) { for (int y = tilesrect.Y; y <= tilesrect.Bottom; y += Tile.TILE_SIZE) { // If the tile is obviously outside the map, don't create it Vector2D pc = new Vector2D(x + (Tile.TILE_SIZE >> 1), y + (Tile.TILE_SIZE >> 1)); Linedef ld = MapSet.NearestLinedef(blockmap.GetBlockAt(pc).Lines, pc); double distancesq = ld.DistanceToSq(pc, true); if (distancesq > (Tile.TILE_SIZE * Tile.TILE_SIZE)) { double side = ld.SideOfLine(pc); if ((side > 0.0f) && (ld.Back == null)) { continue; } } Point tp = new Point(x, y); tiles.Add(tp, new Tile(tp)); } } }
// Mode starts public override void OnEngage() { Cursor.Current = Cursors.WaitCursor; base.OnEngage(); General.Interface.DisplayStatus(StatusType.Busy, "Setting up test environment..."); CleanUp(); BuilderPlug.InterfaceForm.AddToInterface(); lastviewstats = BuilderPlug.InterfaceForm.ViewStats; // Export the current map to a temporary WAD file tempfile = BuilderPlug.MakeTempFilename(".wad"); General.Map.ExportToFile(tempfile); // Load the map in VPO_DLL BuilderPlug.VPO.Start(tempfile, General.Map.Options.LevelName); // Determine map boundary mapbounds = Rectangle.Round(MapSet.CreateArea(General.Map.Map.Vertices)); // Create tiles for all points inside the map Point lt = TileForPoint(mapbounds.Left - Tile.TILE_SIZE, mapbounds.Top - Tile.TILE_SIZE); Point rb = TileForPoint(mapbounds.Right + Tile.TILE_SIZE, mapbounds.Bottom + Tile.TILE_SIZE); Rectangle tilesrect = new Rectangle(lt.X, lt.Y, rb.X - lt.X, rb.Y - lt.Y); NearestLineBlockmap blockmap = new NearestLineBlockmap(tilesrect); for (int x = tilesrect.X; x <= tilesrect.Right; x += Tile.TILE_SIZE) { for (int y = tilesrect.Y; y <= tilesrect.Bottom; y += Tile.TILE_SIZE) { // If the tile is obviously outside the map, don't create it Vector2D pc = new Vector2D(x + (Tile.TILE_SIZE >> 1), y + (Tile.TILE_SIZE >> 1)); Linedef ld = MapSet.NearestLinedef(blockmap.GetBlockAt(pc).Lines, pc); float distancesq = ld.DistanceToSq(pc, true); if (distancesq > (Tile.TILE_SIZE * Tile.TILE_SIZE)) { float side = ld.SideOfLine(pc); if ((side > 0.0f) && (ld.Back == null)) { continue; } } Point tp = new Point(x, y); tiles.Add(tp, new Tile(tp)); } } QueuePoints(0); // Make an image to draw on. // The BitmapImage for Doom Builder's resources must be Format32bppArgb and NOT using color correction, // otherwise DB will make a copy of the bitmap when LoadImage() is called! This is normally not a problem, // but we want to keep drawing to the same bitmap. int width = General.NextPowerOf2(General.Interface.Display.ClientSize.Width); int height = General.NextPowerOf2(General.Interface.Display.ClientSize.Height); canvas = new Bitmap(width, height, PixelFormat.Format32bppArgb); image = new DynamicBitmapImage(canvas, "_CANVAS_"); image.UseColorCorrection = false; image.MipMapLevels = 1; image.LoadImage(); image.CreateTexture(); // Make custom presentation CustomPresentation p = new CustomPresentation(); p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Mask, 1f, false)); p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); renderer.SetPresentation(p); // Setup processing nextupdate = DateTime.Now + new TimeSpan(0, 0, 0, 0, 100); General.Interface.EnableProcessing(); processingenabled = true; RedrawAllTiles(); Cursor.Current = Cursors.Default; General.Interface.SetCursor(Cursors.Cross); General.Interface.DisplayReady(); }