UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualVertexSlope.cs

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C#
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using CodeImp.DoomBuilder.BuilderModes;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
namespace CodeImp.DoomBuilder.VisualModes
{
/// <summary>
/// Stores the normalized angle (clockwise from the vertex) and if the original line's front points in a clockwise or counter clockwise direction
/// </summary>
internal struct LineAngleInfo
{
public double angle;
public bool clockwise;
public LineAngleInfo(Linedef ld, Vertex v, Sector s)
{
Line2D line;
if (ld.Start == v)
{
line = ld.Line;
clockwise = true;
}
else
{
line = new Line2D(ld.End.Position, ld.Start.Position);
clockwise = false;
}
angle = line.GetAngle();
if (ld.Front.Sector != s)
clockwise = !clockwise;
}
}
internal class VisualVertexSlope : BaseVisualSlope
{
#region ================== Variables
private readonly Vertex vertex;
private readonly Sector sector;
private double angle;
#endregion
#region ================== Properties
public Vertex Vertex { get { return vertex; } }
public Sector Sector { get { return sector; } }
#endregion
#region ================== Constructor / Destructor
public VisualVertexSlope(BaseVisualMode mode, SectorLevel level, Vertex vertex, Sector sector, bool up) : base(mode, level, up)
{
this.vertex = vertex;
this.sector = sector;
type = VisualSlopeType.Vertex;
ComputeAngle();
Update();
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
private void ComputeAngle()
{
List<LineAngleInfo> lines = new List<LineAngleInfo>();
List<double> angles = new List<double>();
// Get all lines that we have to take into account. Ignore linedefs where both sides
// don't belong to the sector or don't belong to the sector
foreach (Linedef ld in vertex.Linedefs)
{
if (ld.IsDisposed)
continue;
else
{
bool frontsame = false;
bool backsame = false;
if (ld.Front != null && ld.Front.Sector == sector)
frontsame = true;
if (ld.Back != null && ld.Back.Sector == sector)
backsame = true;
if (frontsame == backsame)
continue;
}
lines.Add(new LineAngleInfo(ld, vertex, sector));
}
// Special case handling
if (lines.Count < 2)
{
if (vertex.Linedefs.Count == 1)
{
angle = vertex.Linedefs.First().Angle + Angle2D.PIHALF;
return;
}
angle = 0.0;
return;
}
// Sort lines by their normalized angle
lines.Sort((a, b) => a.angle.CompareTo(b.angle));
// Get the other line we want to compute the angle between
int other = 1;
if (!lines[0].clockwise)
other = lines.Count - 1;
Vector2D v1 = Vector2D.FromAngle(lines[0].angle);
Vector2D v2 = Vector2D.FromAngle(lines[other].angle);
angle = lines[0].angle + (Math.Atan2(v2.y, v2.x) - Math.Atan2(v1.y, v1.x)) / 2.0;
// If the first line is going clockwise we have to add 180°
if (lines[0].clockwise)
angle += Angle2D.PI;
// Add 90° to get it in line with Doom's angles
angle += Angle2D.PIHALF;
// Also need to modify the angle for ceilings
if (level.type == SectorLevelType.Ceiling)
angle += Angle2D.PI;
angle = Angle2D.Normalized(angle);
}
public override void Update()
{
plane = new Plane(level.plane.Normal, level.plane.Offset - 0.1f);
if (!up)
plane = plane.GetInverted();
UpdatePosition();
}
public void UpdatePosition()
{
Vector2D av = Vector2D.FromAngle(angle);
SetPosition(new Line2D(vertex.Position, vertex.Position + av), level.plane);
}
/// <summary>
/// Finds a slope handle to pivot around. It takes the vertex that's furthest away from the given handle
/// </summary>
/// <returns></returns>
public override VisualSlope GetSmartPivotHandle()
{
List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
// Special handling for triangular sectors
if (selectedsectors.Count == 0 && BuilderPlug.Me.UseOppositeSmartPivotHandle && sector.Sidedefs.Count == 3)
{
foreach (VisualSidedefSlope vss in mode.SidedefSlopeHandles[sector])
{
if (vss.Level == level && !(vss.Sidedef.Line.Start == vertex || vss.Sidedef.Line.End == vertex))
return vss;
}
}
VisualSlope handle = this;
List<VisualVertexSlope> potentialhandles = new List<VisualVertexSlope>();
if (selectedsectors.Count == 0)
{
// No sectors selected, so find all handles that belong to the same level
foreach (VisualVertexSlope checkhandle in mode.VertexSlopeHandles[sector])
{
if (checkhandle != this && checkhandle.Level == level)
potentialhandles.Add(checkhandle);
}
}
else
{
// Sectors are selected, get all handles from those sectors that have the same level
HashSet<Sector> sectors = new HashSet<Sector>();
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
sectors.Add(bvgs.Sector.Sector);
foreach (Sector s in sectors)
foreach (VisualVertexSlope checkhandle in mode.VertexSlopeHandles[s])
{
if (checkhandle != this)
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
if (bvgs.Level == checkhandle.Level)
potentialhandles.Add(checkhandle);
}
}
handle = potentialhandles.OrderByDescending(h => Vector2D.Distance(h.Vertex.Position, vertex.Position)).First();
if (handle == this)
return null;
return handle;
}
/// <summary>
/// This is called when the thing must be tested for line intersection. This should reject
/// as fast as possible to rule out all geometry that certainly does not touch the line.
/// </summary>
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
if (vertex.IsDisposed || sector.IsDisposed)
return false;
RectangleF bbox = sector.BBox;
if ((up && plane.Distance(from) > 0.0f) || (!up && plane.Distance(from) < 0.0f))
{
if (plane.GetIntersection(from, to, ref pickrayu))
{
if (pickrayu > 0.0f)
{
pickintersect = from + (to - from) * pickrayu;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
}
}
return false;
}
/// <summary>
/// This is called when the thing must be tested for line intersection. This should perform
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
/// </summary>
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
{
u_ray = pickrayu;
Sidedef sd = MapSet.NearestSidedef(sector.Sidedefs, pickintersect);
Vertex v = MapSet.NearestVertex(new Vertex[] { sd.Line.Start, sd.Line.End }, pickintersect);
if (v == vertex)
{
double side = sd.Line.SideOfLine(pickintersect);
if ((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
return true;
}
return false;
}
/// <summary>
/// Gets the pivor point for this slope handle
/// </summary>
/// <returns>The pivot point as Vector3D</returns>
public override Vector3D GetPivotPoint()
{
return new Vector3D(vertex.Position, level.plane.GetZ(vertex.Position));
}
#endregion
#region ================== Events
public override void OnChangeTargetHeight(int amount)
{
VisualSlope pivothandle = null;
List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
List<SectorLevel> levels = new List<SectorLevel>();
if (selectedsectors.Count == 0)
levels.Add(level);
else
{
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
levels.Add(bvgs.Level);
if (!levels.Contains(level))
levels.Add(level);
}
// Try to find a slope handle the user set to be the pivot handle
// TODO: doing this every time is kind of stupid. Maybe store the pivot handle in the mode?
foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in mode.AllSlopeHandles)
{
foreach (VisualSlope handle in kvp.Value)
{
if (handle.Pivot)
{
pivothandle = handle;
break;
}
}
}
// User didn't set a pivot handle, try to find the smart pivot handle
if (pivothandle == null)
pivothandle = GetSmartPivotHandle();
// Still no pivot handle, cancle
if (pivothandle == null)
return;
mode.CreateUndo("Change slope");
Plane originalplane = level.plane;
Vector3D p1, p2, p3;
if (pivothandle is VisualVertexSlope)
{
// Build a new plane. Since we only got 2 points (the pivot point of the pivot handle and the vertex slope vertex) we need
// to create a third point. That's done by getting the perpendicular of the line between the aforementioned 2 points, then
// add the perpendicular to the vertex position of the vertex slope vertex
p3 = pivothandle.GetPivotPoint();
Vector2D perp = new Line2D(vertex.Position, p3).GetPerpendicular();
p1 = new Vector3D(vertex.Position, originalplane.GetZ(vertex.Position) + amount);
p2 = new Vector3D(vertex.Position + perp, originalplane.GetZ(vertex.Position + perp) + amount);
}
else // VisualSidedefSlope
{
List<Vector3D> pivotpoints = ((VisualSidedefSlope)pivothandle).GetPivotPoints();
p1 = new Vector3D(vertex.Position, originalplane.GetZ(vertex.Position) + amount);
p2 = pivotpoints[0];
p3 = pivotpoints[1];
}
Plane plane = new Plane(p1, p2, p3, true);
// Apply slope to surfaces
foreach (SectorLevel l in levels)
VisualSidedefSlope.ApplySlope(l, plane, mode);
mode.SetActionResult("Changed slope.");
}
public override void OnSelectEnd()
{
// The base's OnSelectEnd might not change the selection status if the user tries to select
// a pivot handle, so we have to check if the selection status changed
bool oldselected = selected;
base.OnSelectEnd();
if (selected != oldselected && BuilderPlug.Me.SelectAdjacentVisualVertexSlopeHandles)
{
HashSet<Sector> sectors = new HashSet<Sector>();
// Get the z position of this vertex slope handle. By comparing the t position of
// other vertex slope handles we can find the ones that are really adjacent, since
// there can be many vertex slope handles on one vertex on different heights especially
// with 3D floors. The rounding is done since there can be the tiniest differences in
// the planes, which lead to different z positions even when they are the "same".
double z = Math.Round(level.plane.GetZ(vertex.Position), 5);
// Get all sectors around the this slope handle's vertex
foreach (Linedef ld in vertex.Linedefs)
{
if (ld.Front != null)
sectors.Add(ld.Front.Sector);
if (ld.Back != null)
sectors.Add(ld.Back.Sector);
}
foreach (Sector s in sectors)
{
foreach (VisualVertexSlope vs in mode.VertexSlopeHandles[s])
{
if (vs.vertex != vertex || vs == this)
continue;
// See above for the explanation of the rounding
double z1 = Math.Round(vs.level.plane.GetZ(vertex.Position), 5);
if (z == z1)
{
if (selected)
{
if (!vs.selected)
{
vs.selected = true;
mode.AddSelectedObject(vs);
mode.UsedSlopeHandles.Add(vs);
}
}
else
{
if (vs.selected)
{
vs.selected = false;
mode.RemoveSelectedObject(vs);
mode.UsedSlopeHandles.Remove(vs);
}
}
}
}
}
}
}
#endregion
}
}