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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2014 Boris Iwanski
/ *
* Copyright ( c ) 2014 Boris Iwanski
* 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.Collections.Specialized ;
using System.Collections.ObjectModel ;
using System.Globalization ;
using System.Text ;
using System.Text.RegularExpressions ;
using System.Windows.Forms ;
using System.IO ;
using System.Reflection ;
using System.Linq ;
using System.Diagnostics ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.IO ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using System.Drawing ;
using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Plugins ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Types ;
using CodeImp.DoomBuilder.Config ;
using CodeImp.DoomBuilder.Data ;
using CodeImp.DoomBuilder.BuilderModes ;
// using CodeImp.DoomBuilder.GZBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes ;
#endregion
namespace CodeImp.DoomBuilder.ThreeDFloorMode
{
//
// MANDATORY: The plug!
// This is an important class to the Doom Builder core. Every plugin must
// have exactly 1 class that inherits from Plug. When the plugin is loaded,
// this class is instantiated and used to receive events from the core.
// Make sure the class is public, because only public classes can be seen
// by the core.
//
[Flags]
public enum PlaneType
{
Floor = 1 ,
Ceiling = 2 ,
Bottom = 4 , // Floor of 3D floor control sector
Top = 8 // Ceiling of 3D floor control sector
}
public enum LabelDisplayOption
{
Always ,
Never ,
WhenHighlighted ,
}
public class BuilderPlug : Plug
{
#region = = = = = = = = = = = = = = = = = = Variables
private bool additiveselect ;
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private bool additivepaintselect ;
private float highlightrange ;
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private bool autoclearselection ;
private MenusForm menusform ;
private bool usehighlight ;
private ControlSectorArea controlsectorarea ;
private float highlightsloperange ;
private List < SlopeVertexGroup > slopevertexgroups ;
private float stitchrange ;
private Sector slopedatasector ;
private bool updateafteraction ;
private string updateafteractionname ;
private LabelDisplayOption sectorlabeldisplayoption ;
private LabelDisplayOption slopevertexlabeldisplayoption ;
private PreferencesForm preferencesform ;
// TMP
public List < Line3D > drawlines ;
public List < Vector3D > drawpoints ;
#endregion
#region = = = = = = = = = = = = = = = = = = Properties
public bool AdditiveSelect { get { return additiveselect ; } }
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public bool AdditivePaintSelect { get { return additivepaintselect ; } }
public float HighlightRange { get { return highlightrange ; } }
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public bool AutoClearSelection { get { return autoclearselection ; } }
public MenusForm MenusForm { get { return menusform ; } }
public bool UseHighlight
{
get
{
return usehighlight ;
}
set
{
usehighlight = value ;
General . Map . Renderer3D . ShowSelection = usehighlight ;
General . Map . Renderer3D . ShowHighlight = usehighlight ;
}
}
public ControlSectorArea ControlSectorArea { get { return controlsectorarea ; } }
public float HighlightSlopeRange { get { return highlightsloperange ; } }
public List < SlopeVertexGroup > SlopeVertexGroups { get { return slopevertexgroups ; } set { slopevertexgroups = value ; } }
public float StitchRange { get { return stitchrange ; } }
public Sector SlopeDataSector { get { return slopedatasector ; } set { slopedatasector = value ; } }
public LabelDisplayOption SectorLabelDisplayOption { get { return sectorlabeldisplayoption ; } set { sectorlabeldisplayoption = value ; } }
public LabelDisplayOption SlopeVertexLabelDisplayOption { get { return slopevertexlabeldisplayoption ; } set { slopevertexlabeldisplayoption = value ; } }
#endregion
// Static instance. We can't use a real static class, because BuilderPlug must
// be instantiated by the core, so we keep a static reference. (this technique
// should be familiar to object-oriented programmers)
private static BuilderPlug me ;
// Lines tagged to the selected sectors
private static ThreeDFloorEditorWindow tdfew = new ThreeDFloorEditorWindow ( ) ;
public static ThreeDFloorEditorWindow TDFEW { get { return tdfew ; } }
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me ; } }
// This plugin relies on some functionality that wasn't there in older versions
public override int MinimumRevision { get { return 1310 ; } }
// This event is called when the plugin is initialized
public override void OnInitialize ( )
{
base . OnInitialize ( ) ;
usehighlight = true ;
LoadSettings ( ) ;
slopevertexgroups = new List < SlopeVertexGroup > ( ) ;
//controlsectorarea = new ControlSectorArea(-512, 0, 512, 0, -128, -64, 128, 64, 64, 56);
// This binds the methods in this class that have the BeginAction
// and EndAction attributes with their actions. Without this, the
// attributes are useless. Note that in classes derived from EditMode
// this is not needed, because they are bound automatically when the
// editing mode is engaged.
General . Actions . BindMethods ( this ) ;
menusform = new MenusForm ( ) ;
// TODO: Add DB2 version check so that old DB2 versions won't crash
// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
// Keep a static reference
me = this ;
// TMP
drawlines = new List < Line3D > ( ) ;
drawpoints = new List < Vector3D > ( ) ;
}
// This is called when the plugin is terminated
public override void Dispose ( )
{
base . Dispose ( ) ;
// This must be called to remove bound methods for actions.
General . Actions . UnbindMethods ( this ) ;
}
public override void OnMapNewEnd ( )
{
base . OnMapNewEnd ( ) ;
controlsectorarea = new ControlSectorArea ( - 512 , 0 , 512 , 0 , 64 , 56 ) ;
BuilderPlug . Me . ControlSectorArea . LoadConfig ( ) ;
slopevertexgroups . Clear ( ) ;
slopedatasector = null ;
}
public override void OnMapOpenEnd ( )
{
base . OnMapOpenEnd ( ) ;
controlsectorarea = new ControlSectorArea ( - 512 , 0 , 512 , 0 , 64 , 56 ) ;
BuilderPlug . Me . ControlSectorArea . LoadConfig ( ) ;
// Try to find the slope data sector and store slope information in it
slopedatasector = GetSlopeDataSector ( ) ;
if ( slopedatasector ! = null )
LoadSlopeVertexGroupsFromSector ( ) ;
}
public override void OnUndoEnd ( )
{
base . OnUndoEnd ( ) ;
// Load slope vertex data from the dummy sector
LoadSlopeVertexGroupsFromSector ( ) ;
}
public override void OnRedoEnd ( )
{
base . OnRedoEnd ( ) ;
// Load slope vertex data from the dummy sector
LoadSlopeVertexGroupsFromSector ( ) ;
}
public override void OnActionBegin ( CodeImp . DoomBuilder . Actions . Action action )
{
base . OnActionBegin ( action ) ;
string [ ] monitoractions = {
"buildermodes_raisesector8" , "buildermodes_lowersector8" , "buildermodes_raisesector1" ,
"buildermodes_lowersector1" , "builder_visualedit" , "builder_classicedit"
} ;
if ( General . Editing . Mode is SlopeMode )
return ;
if ( monitoractions . Contains ( action . Name ) )
{
updateafteraction = true ;
updateafteractionname = action . Name ;
}
//else
// updateafteraction = false;
}
public override void OnActionEnd ( CodeImp . DoomBuilder . Actions . Action action )
{
base . OnActionEnd ( action ) ;
if ( ! updateafteraction & & action . Name ! = updateafteractionname )
return ;
updateafteraction = false ;
Dictionary < SlopeVertexGroup , int > updatesvgs = new Dictionary < SlopeVertexGroup , int > ( ) ;
// Find SVGs that needs to be updated, and change the SV z positions
foreach ( SlopeVertexGroup svg in slopevertexgroups )
{
bool update = false ;
Dictionary < int , List < Sector > > newheights = new Dictionary < int , List < Sector > > ( ) ;
foreach ( Sector s in svg . Sectors )
{
if ( s . Fields = = null )
continue ;
if ( ( svg . SectorPlanes [ s ] & PlaneType . Floor ) = = PlaneType . Floor )
{
if ( s . Fields . ContainsKey ( "user_floorplane_id" ) & & s . Fields . GetValue ( "user_floorplane_id" , - 1 ) = = svg . Id )
{
if ( svg . Height ! = s . FloorHeight )
{
int diff = s . FloorHeight - svg . Height ;
if ( ! newheights . ContainsKey ( diff ) )
newheights . Add ( diff , new List < Sector > ( ) { s } ) ;
else
newheights [ diff ] . Add ( s ) ;
update = true ;
//break;
}
}
}
if ( ( svg . SectorPlanes [ s ] & PlaneType . Ceiling ) = = PlaneType . Ceiling )
{
if ( s . Fields . ContainsKey ( "user_ceilingplane_id" ) & & s . Fields . GetValue ( "user_ceilingplane_id" , - 1 ) = = svg . Id )
{
if ( svg . Height ! = s . CeilHeight )
{
int diff = s . CeilHeight - svg . Height ;
if ( ! newheights . ContainsKey ( diff ) )
newheights . Add ( diff , new List < Sector > ( ) { s } ) ;
else
newheights [ diff ] . Add ( s ) ;
update = true ;
//break;
}
}
}
}
// Debug.WriteLine(String.Format("floordiff: {0} / ceilingdiff: {1} / height: {2}", floordiff, ceilingdiff, svg.Height));
if ( update )
{
if ( newheights . Count > 1 )
Debug . WriteLine ( String . Format ( "Slope: multiple new heights, doing nothing. Your map is fucked!" ) ) ;
else if ( ! updatesvgs . ContainsKey ( svg ) )
updatesvgs . Add ( svg , newheights . First ( ) . Key ) ;
}
}
// Update the slopes, and also update the view if in visual mode
foreach ( SlopeVertexGroup svg in updatesvgs . Keys )
{
foreach ( SlopeVertex sv in svg . Vertices )
sv . Z + = updatesvgs [ svg ] ;
svg . ComputeHeight ( ) ;
foreach ( Sector s in svg . Sectors )
UpdateSlopes ( s ) ;
// Save the updated data in the sector
svg . StoreInSector ( slopedatasector ) ;
if ( General . Editing . Mode is BaseVisualMode )
{
List < Sector > sectors = new List < Sector > ( ) ;
List < VisualSector > visualsectors = new List < VisualSector > ( ) ;
BaseVisualMode mode = ( ( BaseVisualMode ) General . Editing . Mode ) ;
foreach ( Sector s in svg . Sectors )
{
sectors . Add ( s ) ;
// Get neighbouring sectors and add them to the list
foreach ( Sidedef sd in s . Sidedefs )
{
if ( sd . Other ! = null & & ! sectors . Contains ( sd . Other . Sector ) )
sectors . Add ( sd . Other . Sector ) ;
}
}
foreach ( Sector s in svg . TaggedSectors )
{
if ( ! sectors . Contains ( s ) )
sectors . Add ( s ) ;
// Get neighbouring sectors and add them to the list
foreach ( Sidedef sd in s . Sidedefs )
{
if ( sd . Other ! = null & & ! sectors . Contains ( sd . Other . Sector ) )
sectors . Add ( sd . Other . Sector ) ;
}
}
foreach ( Sector s in sectors )
visualsectors . Add ( mode . GetVisualSector ( s ) ) ;
foreach ( VisualSector vs in visualsectors ) vs . UpdateSectorGeometry ( true ) ;
foreach ( VisualSector vs in visualsectors ) vs . UpdateSectorData ( ) ;
}
}
}
public override bool OnModeChange ( EditMode oldmode , EditMode newmode )
{
if ( newmode ! = null & & oldmode ! = null )
{
if ( newmode . GetType ( ) . Name = = "DragSectorsMode" )
{
foreach ( SlopeVertexGroup svg in slopevertexgroups )
if ( svg . Reposition )
svg . GetAnchor ( ) ;
}
else if ( oldmode . GetType ( ) . Name = = "DragSectorsMode" )
{
foreach ( SlopeVertexGroup svg in slopevertexgroups )
if ( svg . Reposition )
{
svg . RepositionByAnchor ( ) ;
svg . StoreInSector ( slopedatasector ) ;
}
}
}
return base . OnModeChange ( oldmode , newmode ) ;
}
// When the Preferences dialog is shown
public override void OnShowPreferences ( PreferencesController controller )
{
base . OnShowPreferences ( controller ) ;
// Load preferences
preferencesform = new PreferencesForm ( ) ;
preferencesform . Setup ( controller ) ;
}
// When the Preferences dialog is closed
public override void OnClosePreferences ( PreferencesController controller )
{
base . OnClosePreferences ( controller ) ;
// Apply settings that could have been changed
LoadSettings ( ) ;
// Unload preferences
preferencesform . Dispose ( ) ;
preferencesform = null ;
}
#region = = = = = = = = = = = = = = = = = = Actions
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
private Sector GetSlopeDataSector ( )
{
foreach ( Sector s in General . Map . Map . Sectors )
{
if ( s . Fields . GetValue ( "user_slopedatasector" , false ) = = true )
return s ;
}
return null ;
}
public DialogResult ThreeDFloorEditor ( )
{
List < Sector > selectedSectors = new List < Sector > ( General . Map . Map . GetSelectedSectors ( true ) ) ;
if ( selectedSectors . Count < = 0 & & General . Editing . Mode . HighlightedObject is Sector )
selectedSectors . Add ( ( Sector ) General . Editing . Mode . HighlightedObject ) ;
if ( tdfew = = null )
tdfew = new ThreeDFloorEditorWindow ( ) ;
tdfew . ThreeDFloors = GetThreeDFloors ( selectedSectors ) ;
DialogResult result = tdfew . ShowDialog ( ( Form ) General . Interface ) ;
return result ;
}
// Use the same settings as the BuilderModes plugin
private void LoadSettings ( )
{
additiveselect = General . Settings . ReadPluginSetting ( "BuilderModes" , "additiveselect" , false ) ;
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additivepaintselect = General . Settings . ReadPluginSetting ( "BuilderModes" , "additivepaintselect" , false ) ;
highlightrange = General . Settings . ReadPluginSetting ( "BuilderModes" , "highlightrange" , 20 ) ;
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autoclearselection = General . Settings . ReadPluginSetting ( "BuilderModes" , "autoclearselection" , false ) ;
highlightsloperange = ( float ) General . Settings . ReadPluginSetting ( "BuilderModes" , "highlightthingsrange" , 10 ) ;
stitchrange = ( float ) General . Settings . ReadPluginSetting ( "BuilderModes" , "stitchrange" , 20 ) ;
slopevertexlabeldisplayoption = ( LabelDisplayOption ) General . Settings . ReadPluginSetting ( "slopevertexlabeldisplayoption" , ( int ) LabelDisplayOption . Always ) ;
sectorlabeldisplayoption = ( LabelDisplayOption ) General . Settings . ReadPluginSetting ( "sectorlabeldisplayoption" , ( int ) LabelDisplayOption . Always ) ;
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}
public void StoreSlopeVertexGroupsInSector ( )
{
if ( slopedatasector ! = null & & ! slopedatasector . IsDisposed )
{
slopedatasector . Fields . BeforeFieldsChange ( ) ;
if ( ! slopedatasector . Fields . ContainsKey ( "user_slopedatasector" ) )
{
slopedatasector . Fields . Add ( "user_slopedatasector" , new UniValue ( UniversalType . Boolean , true ) ) ;
}
slopedatasector . Fields [ "comment" ] = new UniValue ( UniversalType . String , "[!]DO NOT EDIT OR DELETE! This sector is used by the slope mode for undo/redo operations." ) ;
foreach ( SlopeVertexGroup svg in slopevertexgroups )
svg . StoreInSector ( slopedatasector ) ;
}
}
public void LoadSlopeVertexGroupsFromSector ( )
{
Regex svgregex = new Regex ( @"user_svg(\d+)_v0_x" , RegexOptions . IgnoreCase ) ;
slopevertexgroups . Clear ( ) ;
if ( slopedatasector = = null | | slopedatasector . IsDisposed )
return ;
foreach ( KeyValuePair < string , UniValue > kvp in slopedatasector . Fields )
{
Match svgmatch = svgregex . Match ( ( string ) kvp . Key ) ;
if ( svgmatch . Success )
{
int svgid = Convert . ToInt32 ( svgmatch . Groups [ 1 ] . ToString ( ) ) ;
slopevertexgroups . Add ( new SlopeVertexGroup ( svgid , slopedatasector ) ) ;
}
}
General . Map . Map . Update ( ) ;
}
public void UpdateSlopes ( )
{
// foreach (Sector s in General.Map.Map.Sectors)
// UpdateSlopes(s);
foreach ( SlopeVertexGroup svg in slopevertexgroups )
{
foreach ( Sector s in svg . Sectors )
{
if ( s ! = null & & ! s . IsDisposed )
UpdateSlopes ( s ) ;
}
}
}
public Vector3D CRS ( Vector3D p0 , Vector3D p1 , Vector3D p2 , Vector3D p3 , float t )
{
return 0.5f * ( ( 2 * p1 ) +
( - p0 + p2 ) * t +
( 2 * p0 - 5 * p1 + 4 * p2 - p3 ) * ( t * t ) +
( - p0 + 3 * p1 - 3 * p2 + p3 ) * ( t * t * t )
) ;
}
public void UpdateSlopes ( Sector s )
{
string [ ] fieldnames = new string [ ] { "user_floorplane_id" , "user_ceilingplane_id" } ;
foreach ( string fn in fieldnames )
{
int id = s . Fields . GetValue ( fn , - 1 ) ;
if ( id = = - 1 )
{
if ( fn = = "user_floorplane_id" )
{
s . FloorSlope = new Vector3D ( ) ;
s . FloorSlopeOffset = 0 ;
}
else
{
s . CeilSlope = new Vector3D ( ) ;
s . CeilSlopeOffset = 0 ;
}
continue ;
}
List < Vector3D > sp = new List < Vector3D > ( ) ;
SlopeVertexGroup svg = GetSlopeVertexGroup ( id ) ;
// If the SVG does not exist unbind the SVG info from this sector
if ( svg = = null )
{
s . Fields . Remove ( fn ) ;
continue ;
}
if ( svg . Spline )
{
Vector2D center = new Vector2D ( s . BBox . Width / 2 + s . BBox . X , s . BBox . Height / 2 + s . BBox . Y ) ;
List < Line3D > splinelines = new List < Line3D > ( ) ;
List < Vector3D > tangents = new List < Vector3D > ( ) ;
sp . Add ( new Vector3D ( svg . Vertices [ 1 ] . Pos . x , svg . Vertices [ 1 ] . Pos . y , svg . Vertices [ 1 ] . Z ) ) ;
sp . Add ( new Vector3D ( svg . Vertices [ 0 ] . Pos . x , svg . Vertices [ 0 ] . Pos . y , svg . Vertices [ 0 ] . Z ) ) ;
sp . Add ( new Vector3D ( svg . Vertices [ 2 ] . Pos . x , svg . Vertices [ 2 ] . Pos . y , svg . Vertices [ 2 ] . Z ) ) ;
sp . Add ( new Vector3D ( sp [ 2 ] . x - 96 , sp [ 2 ] . y , sp [ 2 ] . z - 64 ) ) ;
sp . Insert ( 0 , new Vector3D ( sp [ 0 ] . x + 96 , sp [ 0 ] . y , sp [ 0 ] . z - 64 ) ) ;
//sp.Add(new Vector3D(sp[2] + (sp[2] - sp[1])));
//sp.Insert(0, new Vector3D(sp[0] + (sp[0] - sp[1])));
// Create tangents
tangents . Add ( new Vector3D ( ) ) ;
for ( int i = 1 ; i < = 3 ; i + + )
tangents . Add ( new Vector3D ( ( sp [ i + 1 ] - sp [ i - 1 ] ) / 2.0f ) ) ;
tangents . Add ( new Vector3D ( ) ) ;
Debug . Print ( "----- tangents -----" ) ;
for ( int i = 0 ; i < tangents . Count ; i + + )
Debug . Print ( tangents [ i ] . ToString ( ) ) ;
for ( float u = 0.0f ; u < 1.0f ; u + = 0.1f )
{
splinelines . Add ( new Line3D (
CRS ( sp [ 0 ] , sp [ 1 ] , sp [ 2 ] , sp [ 3 ] , u ) ,
CRS ( sp [ 0 ] , sp [ 1 ] , sp [ 2 ] , sp [ 3 ] , u + 0.1f )
) ) ;
/ *
splinelines . Add ( new Line3D (
Tools . HermiteSpline ( sp [ 1 ] , tangents [ 1 ] , sp [ 2 ] , tangents [ 2 ] , u ) ,
Tools . HermiteSpline ( sp [ 1 ] , tangents [ 1 ] , sp [ 2 ] , tangents [ 2 ] , u + 0.1f )
)
) ;
* /
}
for ( float u = 0.0f ; u < 1.0f ; u + = 0.1f )
{
splinelines . Add ( new Line3D (
CRS ( sp [ 1 ] , sp [ 2 ] , sp [ 3 ] , sp [ 4 ] , u ) ,
CRS ( sp [ 1 ] , sp [ 2 ] , sp [ 3 ] , sp [ 4 ] , u + 0.1f )
) ) ;
/ *
splinelines . Add ( new Line3D (
Tools . HermiteSpline ( sp [ 2 ] , tangents [ 2 ] , sp [ 3 ] , tangents [ 3 ] , u ) ,
Tools . HermiteSpline ( sp [ 2 ] , tangents [ 2 ] , sp [ 3 ] , tangents [ 3 ] , u + 0.1f )
)
) ;
* /
}
drawlines . Clear ( ) ;
drawlines . AddRange ( splinelines ) ;
drawpoints . Clear ( ) ;
drawpoints . AddRange ( sp ) ;
Line2D sl1 = new Line2D ( sp [ 1 ] , sp [ 2 ] ) ;
Line2D sl2 = new Line2D ( sp [ 2 ] , sp [ 3 ] ) ;
List < Vector3D > points = new List < Vector3D > ( ) ;
Debug . Print ( "----- spline lines -----" ) ;
foreach ( Line3D l in splinelines )
Debug . Print ( l . Start . ToString ( ) + " / " + l . End . ToString ( ) ) ;
foreach ( Sidedef sd in s . Sidedefs )
{
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double u = 0.0f ;
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Plane ldplane = new Plane ( sd . Line . Start . Position , sd . Line . End . Position , new Vector3D ( sd . Line . Start . Position . x , sd . Line . Start . Position . y , 128 ) , true ) ;
foreach ( Line3D l in splinelines )
{
if ( ldplane . GetIntersection ( l . Start , l . End , ref u ) )
{
if ( u < 0.0f | | u > 1.0f )
continue ;
Vector3D v = ( l . End - l . Start ) * u + l . Start ;
points . Add ( v ) ;
}
}
/ *
if ( sd . Line . Line . GetIntersection ( sl1 , out u ) )
points . Add ( Tools . HermiteSpline ( sp [ 1 ] , tangents [ 1 ] , sp [ 2 ] , tangents [ 2 ] , u ) ) ;
if ( sd . Line . Line . GetIntersection ( sl2 , out u ) )
points . Add ( Tools . HermiteSpline ( sp [ 2 ] , tangents [ 2 ] , sp [ 3 ] , tangents [ 3 ] , u ) ) ;
* /
}
if ( fn = = "user_floorplane_id" )
{
/ *
s . FloorSlope = new Vector3D ( p . a , p . b , p . c ) ;
s . FloorSlopeOffset = p . d ;
* /
}
else
{
List < Vector3D > ps = new List < Vector3D > ( ) ;
if ( points . Count > 2 )
points . RemoveAt ( 0 ) ;
Vector2D perp = new Line2D ( points [ 0 ] , points [ 1 ] ) . GetPerpendicular ( ) ;
ps . Add ( points [ 0 ] ) ;
ps . Add ( points [ 1 ] ) ;
ps . Add ( new Vector3D ( points [ 0 ] . x + perp . x , points [ 0 ] . y + perp . y , points [ 0 ] . z ) ) ;
Debug . Print ( "----- points -----" ) ;
for ( int i = 0 ; i < ps . Count ; i + + )
Debug . Print ( ps [ i ] . ToString ( ) ) ;
/ *
for ( int i = 0 ; i < ps . Count ; i + + )
{
ps [ i ] = new Vector3D ( ps [ i ] . x , ps [ i ] . z , ps [ i ] . y ) ;
}
* /
Debug . Print ( "-----" ) ;
for ( int i = 0 ; i < ps . Count ; i + + )
Debug . Print ( ps [ i ] . ToString ( ) ) ;
Plane p = new Plane ( ps [ 0 ] , ps [ 1 ] , ps [ 2 ] , false ) ;
s . CeilSlope = new Vector3D ( p . a , p . b , p . c ) ;
s . CeilSlopeOffset = p . d ;
}
}
else // No spline
{
for ( int i = 0 ; i < svg . Vertices . Count ; i + + )
{
sp . Add ( new Vector3D ( svg . Vertices [ i ] . Pos . x , svg . Vertices [ i ] . Pos . y , svg . Vertices [ i ] . Z ) ) ;
}
if ( svg . Vertices . Count = = 2 )
{
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double z = sp [ 0 ] . z ;
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Line2D line = new Line2D ( sp [ 0 ] , sp [ 1 ] ) ;
Vector3D perpendicular = line . GetPerpendicular ( ) ;
Vector2D v = sp [ 0 ] + perpendicular ;
sp . Add ( new Vector3D ( v . x , v . y , z ) ) ;
}
if ( fn = = "user_floorplane_id" )
{
Plane p = new Plane ( sp [ 0 ] , sp [ 1 ] , sp [ 2 ] , true ) ;
s . FloorSlope = new Vector3D ( p . a , p . b , p . c ) ;
s . FloorSlopeOffset = p . d ;
s . FloorHeight = svg . Height ;
svg . Height = s . FloorHeight ;
}
else
{
Plane p = new Plane ( sp [ 0 ] , sp [ 1 ] , sp [ 2 ] , false ) ;
s . CeilSlope = new Vector3D ( p . a , p . b , p . c ) ;
s . CeilSlopeOffset = p . d ;
s . CeilHeight = svg . Height ;
svg . Height = s . CeilHeight ;
}
}
}
}
public static List < ThreeDFloor > GetThreeDFloors ( List < Sector > sectors )
{
List < ThreeDFloor > tdf = new List < ThreeDFloor > ( ) ;
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HashSet < Sector > tmpsectors = new HashSet < Sector > ( ) ;
HashSet < Sector > potentialsectors = new HashSet < Sector > ( ) ;
Dictionary < int , List < Sector > > tags = new Dictionary < int , List < Sector > > ( ) ;
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// Immediately return if the list is empty
if ( sectors . Count = = 0 )
return tdf ;
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// Build a dictionary of tags used by 3D floor action and which control sector they belong to
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foreach ( Linedef ld in General . Map . Map . Linedefs )
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{
if ( ld . Action = = 160 & & ld . Args [ 0 ] ! = 0 )
{
if ( ! tags . ContainsKey ( ld . Args [ 0 ] ) )
tags . Add ( ld . Args [ 0 ] , new List < Sector > ( ) { ld . Front . Sector } ) ;
else
tags [ ld . Args [ 0 ] ] . Add ( ld . Front . Sector ) ;
}
}
// Create a list of 3D floor control sectors that reference the given sectors
foreach ( Sector s in sectors )
{
if ( s = = null | | s . IsDisposed )
continue ;
IEnumerable < int > intersecttags = tags . Keys . Intersect ( s . Tags ) ;
if ( intersecttags . Count ( ) = = 0 )
continue ;
// This sector is tagged to contain a 3D floor. Using this will speed up creating the 3D floors later
potentialsectors . Add ( s ) ;
foreach ( int it in intersecttags )
{
foreach ( Sector its in tags [ it ] )
tmpsectors . Add ( its ) ;
}
}
// Create 3D floors from the found sectors
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foreach ( Sector s in tmpsectors )
if ( s ! = null )
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tdf . Add ( new ThreeDFloor ( s , potentialsectors ) ) ;
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return tdf ;
}
public static void ProcessThreeDFloors ( List < ThreeDFloor > threedfloors )
{
ProcessThreeDFloors ( threedfloors , null ) ;
}
public static void ProcessThreeDFloors ( List < ThreeDFloor > threedfloors , List < Sector > selectedSectors )
{
// List<Sector> selectedSectors = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
var sectorsByTag = new Dictionary < int , List < Sector > > ( ) ;
var sectorsToThreeDFloors = new Dictionary < Sector , List < ThreeDFloor > > ( ) ;
var sectorGroups = new List < List < Sector > > ( ) ;
List < int > tagblacklist = new List < int > ( ) ;
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int numnewcontrolsectors = 0 ;
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if ( selectedSectors = = null )
selectedSectors = new List < Sector > ( General . Map . Map . GetSelectedSectors ( true ) ) ;
var tmpSelectedSectors = new List < Sector > ( selectedSectors ) ;
foreach ( ThreeDFloor tdf in GetThreeDFloors ( selectedSectors ) )
{
bool add = true ;
foreach ( ThreeDFloor tdf2 in threedfloors )
{
if ( tdf . Sector = = tdf2 . Sector )
{
add = false ;
break ;
}
}
if ( add )
{
threedfloors . Add ( tdf ) ;
}
}
tmpSelectedSectors = new List < Sector > ( selectedSectors ) ;
General . Map . UndoRedo . CreateUndo ( "Modify 3D floors" ) ;
foreach ( ThreeDFloor tdf in threedfloors )
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{
// Create a list of all tags used by the control sectors. This is necessary so that
// tags that will be assigned to not yet existing geometry will not be used
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foreach ( int tag in tdf . Tags )
if ( ! tagblacklist . Contains ( tag ) )
tagblacklist . Add ( tag ) ;
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// Collect the number of control sectors that have to be created
if ( tdf . IsNew )
numnewcontrolsectors + + ;
}
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try
{
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List < DrawnVertex > drawnvertices = new List < DrawnVertex > ( ) ;
if ( numnewcontrolsectors > 0 )
drawnvertices = Me . ControlSectorArea . GetNewControlSectorVertices ( numnewcontrolsectors ) ;
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foreach ( ThreeDFloor tdf in threedfloors )
{
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if ( tdf . IsNew )
tdf . CreateGeometry ( tagblacklist , drawnvertices ) ;
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tdf . UpdateGeometry ( ) ;
}
}
catch ( Exception e )
{
MessageBox . Show ( e . Message + "\nPlease increase the size of the control sector area." , "Error" , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
// Fill the sectorsToThreeDFloors dictionary, with a selected sector as key
// and a list of all 3D floors, that should be applied to to this sector, as value
foreach ( Sector s in selectedSectors )
{
// Multiple tags is actually a UDMF field, so make sure it gets recorded for undo/redo
s . Fields . BeforeFieldsChange ( ) ;
if ( ! sectorsToThreeDFloors . ContainsKey ( s ) )
sectorsToThreeDFloors . Add ( s , new List < ThreeDFloor > ( ) ) ;
foreach ( ThreeDFloor tdf in threedfloors )
{
if ( tdf . TaggedSectors . Contains ( s ) )
sectorsToThreeDFloors [ s ] . Add ( tdf ) ;
}
}
// Group all selected sectors by their 3D floors. I.e. each element of sectorGroups
// is a list of sectors that have the same 3D floors
while ( tmpSelectedSectors . Count > 0 )
{
Sector s1 = tmpSelectedSectors . First ( ) ;
var list = new List < Sector > ( ) ;
var delsectors = new List < Sector > ( ) ;
foreach ( Sector s2 in tmpSelectedSectors )
{
if ( sectorsToThreeDFloors [ s1 ] . ContainsAllElements ( sectorsToThreeDFloors [ s2 ] ) )
{
list . Add ( s2 ) ;
delsectors . Add ( s2 ) ;
}
}
foreach ( Sector s in delsectors )
tmpSelectedSectors . Remove ( s ) ;
tmpSelectedSectors . Remove ( s1 ) ;
sectorGroups . Add ( list ) ;
}
// Bind the 3D floors to the selected sectors
foreach ( List < Sector > sectors in sectorGroups )
{
if ( General . Map . UDMF = = true )
{
foreach ( Sector s in sectors )
{
// Remove all tags associated to 3D floors from the sector...
foreach ( ThreeDFloor tdf in threedfloors )
{
if ( s . Tags . Contains ( tdf . UDMFTag ) )
s . Tags . Remove ( tdf . UDMFTag ) ;
}
// ... and re-add the ones that are still associated
foreach ( ThreeDFloor tdf in sectorsToThreeDFloors [ s ] )
{
if ( ! s . Tags . Contains ( tdf . UDMFTag ) )
s . Tags . Add ( tdf . UDMFTag ) ;
}
// Remove tag 0 if there are other tags present, or add tag 0 if the sector has no tags
if ( s . Tags . Count > 1 & & s . Tags . Contains ( 0 ) )
s . Tags . Remove ( 0 ) ;
if ( s . Tags . Count = = 0 )
s . Tags . Add ( 0 ) ;
}
}
else
{
int newtag ;
// Just use sectors.First(), all elements in sectors have the same 3D floors anyway
// If there are no 3D floors associated set the tag to 0
if ( sectorsToThreeDFloors [ sectors . First ( ) ] . Count = = 0 )
newtag = 0 ;
else
try
{
newtag = BuilderPlug . Me . ControlSectorArea . GetNewSectorTag ( tagblacklist ) ;
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tagblacklist . Add ( newtag ) ;
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}
catch ( Exception e )
{
MessageBox . Show ( e . Message + "\nPlease increase the custom tag range." , "Error" , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
foreach ( Sector s in sectors )
s . Tag = newtag ;
try
{
foreach ( ThreeDFloor tdf in sectorsToThreeDFloors [ sectors . First ( ) ] )
tdf . BindTag ( newtag ) ;
}
catch ( Exception e )
{
MessageBox . Show ( e . Message , "Error" , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
}
}
// Remove unused tags from the 3D floors
foreach ( ThreeDFloor tdf in threedfloors )
tdf . Cleanup ( ) ;
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// Snap to map format accuracy
General . Map . Map . SnapAllToAccuracy ( ) ;
// Update textures
General . Map . Data . UpdateUsedTextures ( ) ;
// Update caches
General . Map . Map . Update ( ) ;
General . Interface . RedrawDisplay ( ) ;
General . Map . IsChanged = true ;
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}
public SlopeVertexGroup AddSlopeVertexGroup ( List < SlopeVertex > vertices , out int id )
{
for ( int i = 1 ; i < int . MaxValue ; i + + )
{
if ( ! slopevertexgroups . Exists ( x = > x . Id = = i ) )
{
SlopeVertexGroup svg = new SlopeVertexGroup ( i , ( List < SlopeVertex > ) vertices ) ;
slopevertexgroups . Add ( svg ) ;
id = i ;
return svg ;
}
}
throw new Exception ( "No free slope vertex group ids" ) ;
}
public SlopeVertexGroup GetSlopeVertexGroup ( SlopeVertex sv )
{
foreach ( SlopeVertexGroup svg in slopevertexgroups )
{
if ( svg . Vertices . Contains ( sv ) )
return svg ;
}
return null ;
}
public SlopeVertexGroup GetSlopeVertexGroup ( int id )
{
foreach ( SlopeVertexGroup svg in slopevertexgroups )
{
if ( svg . Id = = id )
return svg ;
}
return null ;
}
public SlopeVertexGroup GetSlopeVertexGroup ( Sector s )
{
foreach ( SlopeVertexGroup svg in slopevertexgroups )
{
if ( svg . Sectors . Contains ( s ) )
return svg ;
}
return null ;
}
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public static List < Sector > GetSectorsByTag ( int tag )
{
return GetSectorsByTag ( General . Map . Map . Sectors , tag ) ;
}
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public static List < Sector > GetSectorsByTag ( IEnumerable sectors , int tag )
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{
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List < Sector > taggedsectors = new List < Sector > ( ) ;
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foreach ( Sector s in sectors )
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if ( s . Tags . Contains ( tag ) )
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taggedsectors . Add ( s ) ;
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return taggedsectors ;
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}
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#endregion
}
public static class ThreeDFloorHelpers
{
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public static bool ContainsAllElements < T > ( this List < T > list1 , List < T > list2 )
{
if ( list1 . Count ! = list2 . Count )
return false ;
foreach ( T i in list1 )
if ( ! list2 . Contains ( i ) )
return false ;
return true ;
}
// Taken from http://stackoverflow.com/questions/10816803/finding-next-available-key-in-a-dictionary-or-related-collection
// Add item to sortedList (numeric key) to next available key item, and return key
public static int AddNext < T > ( this SortedList < int , T > sortedList , T item )
{
int key = 1 ; // Make it 0 to start from Zero based index
int count = sortedList . Count ;
int counter = 0 ;
do
{
if ( count = = 0 ) break ;
int nextKeyInList = sortedList . Keys [ counter + + ] ;
if ( key ! = nextKeyInList ) break ;
key = nextKeyInList + 1 ;
if ( count = = 1 | | counter = = count ) break ;
if ( key ! = sortedList . Keys [ counter ] )
break ;
} while ( true ) ;
sortedList . Add ( key , item ) ;
return key ;
}
}
}