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using System ;
using System.Collections.Generic ;
using System.Drawing ;
using System.Text ;
using System.Windows.Forms ;
using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Plugins ;
using CodeImp.DoomBuilder.BuilderModes.Interface ;
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
[ EditMode ( DisplayName = "Bridge Mode" ,
SwitchAction = "bridgemode" ,
ButtonImage = "BridgeMode.png" ,
ButtonOrder = 51 ,
ButtonGroup = "002_tools" ,
AllowCopyPaste = false ,
Volatile = true ,
Optional = false ) ]
public class BridgeMode : BaseClassicMode {
private const float GRIP_SIZE = 9.0f ;
private const float LINE_THICKNESS = 0.8f ;
internal static int MAX_SUBDIVISIONS = 32 ;
internal static int MIN_SUBDIVISIONS = 0 ;
protected string undoName = "Bridge draw" ;
protected string shapeName = "mesh" ;
private Vector2D [ ] pointGroup1 ;
private Vector2D [ ] pointGroup2 ;
private SectorProperties [ ] sectorProps1 ;
private SectorProperties [ ] sectorProps2 ;
private float [ ] relLenGroup1 ;
private float [ ] relLenGroup2 ;
private ControlHandle [ ] controlHandles ;
private int curControlHandle = - 1 ;
private PixelColor handleColor ;
private List < Vector2D [ ] > curves ;
private int segmentsCount ;
// Options
protected bool snaptogrid ; // SHIFT to toggle
//tools form
private BridgeModeForm form ;
public BridgeMode ( ) {
// We have no destructor
GC . SuppressFinalize ( this ) ;
}
// Engaging
public override void OnEngage ( ) {
base . OnEngage ( ) ;
renderer . SetPresentation ( Presentation . Standard ) ;
//check selection
ICollection < Linedef > selection = General . Map . Map . GetSelectedLinedefs ( true ) ;
List < Line > lines = new List < Line > ( ) ;
foreach ( Linedef ld in selection ) {
Line l = new Line ( ld ) ;
lines . Add ( l ) ;
}
//do we have valid selection?
if ( ! setup ( lines ) ) {
FinishDraw ( ) ;
return ;
}
//show form
form = new BridgeModeForm ( ) ;
form . OnCancelClick + = new EventHandler ( form_OnCancelClick ) ;
form . OnOkClick + = new EventHandler ( form_OnOkClick ) ;
form . OnFlipClick + = new EventHandler ( form_OnFlipClick ) ;
form . OnSubdivisionChanged + = new EventHandler ( form_OnSubdivisionChanged ) ;
form . Show ( Form . ActiveForm ) ;
General . Interface . FocusDisplay ( ) ;
handleColor = General . Colors . BrightColors [ new Random ( ) . Next ( General . Colors . BrightColors . Length - 1 ) ] ;
update ( ) ;
}
// When select button is pressed
protected override void OnSelectBegin ( ) {
base . OnSelectBegin ( ) ;
//check if control handle is selected
for ( int i = 0 ; i < 4 ; i + + ) {
if ( mousemappos . x < = controlHandles [ i ] . Position . x + GRIP_SIZE & & mousemappos . x > = controlHandles [ i ] . Position . x - GRIP_SIZE & & mousemappos . y < = controlHandles [ i ] . Position . y + GRIP_SIZE & & mousemappos . y > = controlHandles [ i ] . Position . y - GRIP_SIZE ) {
curControlHandle = i ;
General . Interface . SetCursor ( Cursors . Cross ) ;
return ;
}
}
curControlHandle = - 1 ;
}
// When select button is released
protected override void OnSelectEnd ( ) {
base . OnSelectEnd ( ) ;
General . Interface . SetCursor ( Cursors . Default ) ;
curControlHandle = - 1 ;
}
// Mouse moves
public override void OnMouseMove ( MouseEventArgs e ) {
base . OnMouseMove ( e ) ;
if ( curControlHandle ! = - 1 ) {
ControlHandle handle = controlHandles [ curControlHandle ] ;
if ( snaptogrid ) {
handle . Position = DrawGeometryMode . GetCurrentPosition ( mousemappos , false , true , renderer , new List < DrawnVertex > ( ) ) . pos ;
} else {
handle . Position = mousemappos ;
}
if ( form . MirrorMode ) {
Vector2D pos = handle . RelativePosition ;
//handle angle
float angle = ( float ) Math . Atan2 ( - pos . y , - pos . x ) + ( float ) Math . PI / 2f ;
//angle of line, connecting handles ControlledPoints
float dirAngle = - ( float ) Math . Atan2 ( handle . Pair . ControlledPoint . y - handle . ControlledPoint . y , handle . Pair . ControlledPoint . x - handle . ControlledPoint . x ) ;
float length = ( float ) Math . Sqrt ( Math . Pow ( Math . Abs ( pos . x ) , 2.0 ) + Math . Pow ( Math . Abs ( pos . y ) , 2.0 ) ) ;
float mirroredAngle = angle + dirAngle * 2.0f ;
handle . Pair . RelativePosition = new Vector2D ( ( float ) Math . Sin ( mirroredAngle ) * length , ( float ) Math . Cos ( mirroredAngle ) * length ) ;
} else if ( form . CopyMode ) {
handle . Pair . RelativePosition = handle . RelativePosition ;
}
update ( ) ;
}
}
// Accepted
public override void OnAccept ( ) {
Cursor . Current = Cursors . AppStarting ;
General . Settings . FindDefaultDrawSettings ( ) ;
//get vertices
List < List < Vector2D [ ] > > shapes = getShapes ( ) ;
List < List < List < DrawnVertex > > > drawShapes = new List < List < List < DrawnVertex > > > ( ) ;
List < List < DrawnVertex > > shapesRow ;
List < DrawnVertex > points ;
//set stitch range
float stitchrange = BuilderPlug . Me . StitchRange ;
BuilderPlug . Me . StitchRange = 0.1f ;
for ( int i = 0 ; i < shapes . Count ; i + + ) {
shapesRow = new List < List < DrawnVertex > > ( ) ;
for ( int c = 0 ; c < shapes [ i ] . Count ; c + + ) {
points = new List < DrawnVertex > ( ) ;
for ( int p = 0 ; p < shapes [ i ] [ c ] . Length ; p + + )
points . Add ( DrawGeometryMode . GetCurrentPosition ( shapes [ i ] [ c ] [ p ] , true , false , renderer , points ) ) ;
shapesRow . Add ( points ) ;
}
drawShapes . Add ( shapesRow ) ;
}
//restore stitch range
BuilderPlug . Me . StitchRange = stitchrange ;
//draw lines
if ( drawShapes . Count > 0 ) {
// Make undo for the draw
General . Map . UndoRedo . CreateUndo ( "Bridge (" + form . Subdivisions + " subdivisions)" ) ;
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List < List < SectorProperties > > sectorProps = new List < List < SectorProperties > > ( ) ;
List < List < List < Sector > > > newSectors = new List < List < List < Sector > > > ( ) ;
//create sector properties collection
//sector row
for ( int i = 0 ; i < drawShapes . Count ; i + + ) {
sectorProps . Add ( new List < SectorProperties > ( ) ) ;
//sector in row
for ( int c = 0 ; c < drawShapes [ i ] . Count ; c + + )
sectorProps [ i ] . Add ( getSectorProperties ( i , c ) ) ;
}
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// Make the drawing
//sector row
for ( int i = 0 ; i < drawShapes . Count ; i + + ) {
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newSectors . Add ( new List < List < Sector > > ( ) ) ;
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//sector in row
for ( int c = 0 ; c < drawShapes [ i ] . Count ; c + + ) {
if ( ! Tools . DrawLines ( drawShapes [ i ] [ c ] ) ) {
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General . Interface . DisplayStatus ( StatusType . Warning , "Failed to create a Bezier Path..." ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
List < Sector > newsectors = General . Map . Map . GetMarkedSectors ( true ) ;
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newSectors [ i ] . Add ( newsectors ) ;
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//set floor/ceiling heights and brightness
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foreach ( Sector s in newsectors ) {
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SectorProperties sp = sectorProps [ i ] [ c ] ;
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s . Brightness = sp . Brightness ;
s . FloorHeight = sp . FloorHeight ;
s . CeilHeight = ( sp . CeilingHeight < sp . FloorHeight ? sp . FloorHeight + 8 : sp . CeilingHeight ) ;
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}
}
}
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//apply textures
//sector row
for ( int i = 0 ; i < newSectors . Count ; i + + ) {
//sector in row
for ( int c = 0 ; c < newSectors [ i ] . Count ; c + + ) {
foreach ( Sector s in newSectors [ i ] [ c ] ) {
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foreach ( Sidedef sd in s . Sidedefs ) {
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if ( sd . LowRequired ( ) )
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sd . SetTextureLow ( sectorProps [ i ] [ c ] . LowTexture ) ;
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if ( sd . HighRequired ( ) )
sd . SetTextureHigh ( sectorProps [ i ] [ c ] . HighTexture ) ;
}
}
}
}
//apply textures to front/back sides of shape
//sector row
for ( int i = 0 ; i < newSectors . Count ; i + + ) {
//first/last sector in row
for ( int c = 0 ; c < newSectors [ i ] . Count ; c + = newSectors [ i ] . Count - 1 ) {
foreach ( Sector s in newSectors [ i ] [ c ] ) {
foreach ( Sidedef sd in s . Sidedefs ) {
if ( sd . Other ! = null ) {
if ( sd . Other . LowRequired ( ) & & sd . Other . LowTexture = = "-" )
sd . Other . SetTextureLow ( sectorProps [ i ] [ c ] . LowTexture ) ;
if ( sd . Other . HighRequired ( ) & & sd . Other . HighTexture = = "-" )
sd . Other . SetTextureHigh ( sectorProps [ i ] [ c ] . HighTexture ) ;
}
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}
}
}
}
General . Interface . DisplayStatus ( StatusType . Action , "Created a Bridge with " + form . Subdivisions + " subdivisions." ) ;
// Snap to map format accuracy
General . Map . Map . SnapAllToAccuracy ( ) ;
// Clear selection
General . Map . Map . ClearAllSelected ( ) ;
// Update cached values
General . Map . Map . Update ( ) ;
// Update the used textures
General . Map . Data . UpdateUsedTextures ( ) ;
// Map is changed
General . Map . IsChanged = true ;
}
//close form
if ( form ! = null )
form . Close ( ) ;
// Done
Cursor . Current = Cursors . Default ;
// Return to original mode
General . Editing . ChangeMode ( General . Editing . PreviousStableMode . Name ) ;
}
// Cancelled
public override void OnCancel ( ) {
// Cancel base class
base . OnCancel ( ) ;
//close form
if ( form ! = null )
form . Dispose ( ) ;
// Return to original mode
General . Editing . ChangeMode ( General . Editing . PreviousStableMode . Name ) ;
}
// When a key is released
public override void OnKeyUp ( KeyEventArgs e ) {
base . OnKeyUp ( e ) ;
if ( snaptogrid ! = ( General . Interface . ShiftState ^ General . Interface . SnapToGrid ) ) update ( ) ;
}
// When a key is pressed
public override void OnKeyDown ( KeyEventArgs e ) {
base . OnKeyDown ( e ) ;
if ( snaptogrid ! = ( General . Interface . ShiftState ^ General . Interface . SnapToGrid ) ) update ( ) ;
}
// This redraws the display
public override void OnRedrawDisplay ( ) {
renderer . RedrawSurface ( ) ;
// Render lines
if ( renderer . StartPlotter ( true ) ) {
renderer . PlotLinedefSet ( General . Map . Map . Linedefs ) ;
renderer . PlotVerticesSet ( General . Map . Map . Vertices ) ;
renderer . Finish ( ) ;
}
// Render things
if ( renderer . StartThings ( true ) ) {
renderer . RenderThingSet ( General . Map . Map . Things , 1.0f ) ;
renderer . Finish ( ) ;
}
// Normal update
update ( ) ;
}
//this checks if initial data is valid
private bool setup ( List < Line > lines ) {
if ( ! setupPointGroups ( lines ) )
return false ;
//setup control handles
Vector2D center1 = getPointOnLine ( pointGroup1 [ 0 ] , pointGroup1 [ segmentsCount - 1 ] , 0.5f ) ;
Vector2D center2 = getPointOnLine ( pointGroup2 [ 0 ] , pointGroup2 [ segmentsCount - 1 ] , 0.5f ) ;
Vector2D loc1 = getHandleLocation ( pointGroup1 [ 0 ] , pointGroup1 [ segmentsCount - 1 ] , center2 ) ;
Vector2D loc2 = getHandleLocation ( pointGroup2 [ 0 ] , pointGroup2 [ segmentsCount - 1 ] , center1 ) ;
ControlHandle ch1 = new ControlHandle ( ) ;
ch1 . ControlledPoint = pointGroup1 [ 0 ] ;
ch1 . RelativePosition = loc1 ;
ControlHandle ch2 = new ControlHandle ( ) ;
ch2 . ControlledPoint = pointGroup2 [ 0 ] ;
ch2 . RelativePosition = loc2 ;
ControlHandle ch3 = new ControlHandle ( ) ;
ch3 . ControlledPoint = pointGroup1 [ segmentsCount - 1 ] ;
ch3 . RelativePosition = loc1 ;
ControlHandle ch4 = new ControlHandle ( ) ;
ch4 . ControlledPoint = pointGroup2 [ segmentsCount - 1 ] ;
ch4 . RelativePosition = loc2 ;
ch1 . Pair = ch3 ;
ch2 . Pair = ch4 ;
ch3 . Pair = ch1 ;
ch4 . Pair = ch2 ;
controlHandles = new ControlHandle [ ] { ch1 , ch2 , ch3 , ch4 } ;
//setup relative segments lengths
relLenGroup1 = getRelativeLengths ( pointGroup1 ) ;
relLenGroup2 = getRelativeLengths ( pointGroup2 ) ;
return true ;
}
private void update ( ) {
if ( renderer . StartOverlay ( true ) ) {
snaptogrid = General . Interface . ShiftState ^ General . Interface . SnapToGrid ;
PixelColor linesColor = snaptogrid ? General . Colors . Selection : General . Colors . Highlight ;
//draw curves
Vector2D cp1 , cp2 ;
curves = new List < Vector2D [ ] > ( ) ;
for ( int i = 0 ; i < segmentsCount ; i + + ) {
cp1 = getPointOnLine ( controlHandles [ 0 ] . Position , controlHandles [ 2 ] . Position , relLenGroup1 [ i ] ) ;
cp2 = getPointOnLine ( controlHandles [ 1 ] . Position , controlHandles [ 3 ] . Position , relLenGroup2 [ i ] ) ;
curves . Add ( getBezierCurve ( pointGroup1 [ i ] , pointGroup2 [ i ] , cp1 , cp2 , form . Subdivisions ) ) ;
for ( int c = 1 ; c < curves [ i ] . Length ; c + + )
renderer . RenderLine ( curves [ i ] [ c - 1 ] , curves [ i ] [ c ] , LINE_THICKNESS , linesColor , true ) ;
}
//draw connecting lines
if ( form . Subdivisions > 1 ) {
for ( int i = 1 ; i < segmentsCount ; i + + ) {
for ( int c = 1 ; c < form . Subdivisions ; c + + ) {
renderer . RenderLine ( curves [ i - 1 ] [ c ] , curves [ i ] [ c ] , LINE_THICKNESS , linesColor , true ) ;
}
}
}
//draw vertices
float vsize = ( ( float ) renderer . VertexSize + 1.0f ) / renderer . Scale ;
foreach ( Vector2D [ ] points in curves ) {
for ( int i = 1 ; i < points . Length - 1 ; i + + ) {
renderer . RenderRectangleFilled ( new RectangleF ( points [ i ] . x - vsize , points [ i ] . y - vsize , vsize * 2.0f , vsize * 2.0f ) , linesColor , true ) ;
}
}
//draw handle lines
renderer . RenderLine ( pointGroup1 [ 0 ] , controlHandles [ 0 ] . Position , LINE_THICKNESS , handleColor , true ) ;
renderer . RenderLine ( pointGroup2 [ 0 ] , controlHandles [ 1 ] . Position , LINE_THICKNESS , handleColor , true ) ;
renderer . RenderLine ( pointGroup1 [ segmentsCount - 1 ] , controlHandles [ 2 ] . Position , LINE_THICKNESS , handleColor , true ) ;
renderer . RenderLine ( pointGroup2 [ segmentsCount - 1 ] , controlHandles [ 3 ] . Position , LINE_THICKNESS , handleColor , true ) ;
//draw handles
float gripsize = GRIP_SIZE / renderer . Scale ;
for ( int i = 0 ; i < 4 ; i + + ) {
RectangleF handleRect = new RectangleF ( controlHandles [ i ] . Position . x - gripsize * 0.5f , controlHandles [ i ] . Position . y - gripsize * 0.5f , gripsize , gripsize ) ;
renderer . RenderRectangleFilled ( handleRect , General . Colors . Background , true ) ;
renderer . RenderRectangle ( handleRect , 2 , General . Colors . Highlight , true ) ;
}
renderer . Finish ( ) ;
}
renderer . Present ( ) ;
}
private SectorProperties getSectorProperties ( int lineIndex , int sectorIndex ) {
float delta = ( float ) sectorIndex / ( float ) form . Subdivisions ;
delta + = ( 1.0f - delta ) / ( float ) form . Subdivisions ;
SectorProperties sp = new SectorProperties ( ) ;
sp . Brightness = intepolateValue ( sectorProps1 [ lineIndex ] . Brightness , sectorProps2 [ lineIndex ] . Brightness , delta , form . BrightnessMode ) ;
sp . FloorHeight = intepolateValue ( sectorProps1 [ lineIndex ] . FloorHeight , sectorProps2 [ lineIndex ] . FloorHeight , delta , form . FloorAlignMode ) ;
sp . CeilingHeight = intepolateValue ( sectorProps1 [ lineIndex ] . CeilingHeight , sectorProps2 [ lineIndex ] . CeilingHeight , delta , form . CeilingAlignMode ) ;
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//textures
sp . LowTexture = sectorProps1 [ lineIndex ] . LowTexture ! = "-" ? sectorProps1 [ lineIndex ] . LowTexture : sectorProps2 [ lineIndex ] . LowTexture ;
sp . HighTexture = sectorProps1 [ lineIndex ] . HighTexture ! = "-" ? sectorProps1 [ lineIndex ] . HighTexture : sectorProps2 [ lineIndex ] . HighTexture ;
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return sp ;
}
//this returns a list of shapes to draw
private List < List < Vector2D [ ] > > getShapes ( ) {
List < List < Vector2D [ ] > > shapes = new List < List < Vector2D [ ] > > ( ) ;
for ( int i = 1 ; i < segmentsCount ; i + + ) {
List < Vector2D [ ] > segShapes = new List < Vector2D [ ] > ( ) ;
for ( int c = 1 ; c < = form . Subdivisions ; c + + ) {
Vector2D p0 = curves [ i - 1 ] [ c - 1 ] ;
Vector2D p1 = curves [ i - 1 ] [ c ] ;
Vector2D p2 = curves [ i ] [ c ] ;
Vector2D p3 = curves [ i ] [ c - 1 ] ;
segShapes . Add ( new Vector2D [ ] { p0 , p1 , p2 , p3 , p0 } ) ;
}
shapes . Add ( segShapes ) ;
}
return shapes ;
}
//POINT OPS
//this returns an array of linedef lengths relative to total segment length
private float [ ] getRelativeLengths ( Vector2D [ ] pointGroup ) {
float [ ] relLenGroup = new float [ pointGroup . Length ] ;
relLenGroup [ 0 ] = 0.0f ;
//get length and angle of line, which defines the shape
float length = getLineLength ( pointGroup [ 0 ] , pointGroup [ segmentsCount - 1 ] ) ;
float angle = ( float ) Math . Atan2 ( pointGroup [ 0 ] . y - pointGroup [ segmentsCount - 1 ] . y , pointGroup [ 0 ] . x - pointGroup [ segmentsCount - 1 ] . x ) ;
float curAngle , diff , segLen ;
Vector2D p0 , p1 ;
//get relative length of every line
for ( int i = 1 ; i < pointGroup . Length - 1 ; i + + ) {
p0 = pointGroup [ i - 1 ] ;
p1 = pointGroup [ i ] ;
curAngle = ( float ) Math . Atan2 ( p0 . y - p1 . y , p0 . x - p1 . x ) ;
diff = ( angle + ( float ) Math . PI ) - ( curAngle + ( float ) Math . PI ) ;
segLen = ( int ) ( getLineLength ( p0 , p1 ) * Math . Cos ( diff ) ) ;
relLenGroup [ i ] = relLenGroup [ i - 1 ] + segLen / length ;
}
relLenGroup [ pointGroup . Length - 1 ] = 1.0f ;
return relLenGroup ;
}
private float getLineLength ( Vector2D p0 , Vector2D p1 ) {
float vx = Math . Abs ( p0 . x - p1 . x ) ;
float vy = Math . Abs ( p0 . y - p1 . y ) ;
return ( float ) Math . Sqrt ( vx * vx + vy * vy ) ;
}
//this returns relative handle location
private Vector2D getHandleLocation ( Vector2D start , Vector2D end , Vector2D direction ) {
float angle = - ( float ) Math . Atan2 ( start . y - end . y , start . x - end . x ) ;
float dirAngle = - ( float ) Math . Atan2 ( direction . y - start . y , direction . x - start . x ) ;
float length = ( float ) Math . Sqrt ( Math . Pow ( Math . Abs ( start . x - end . x ) , 2.0 ) + Math . Pow ( Math . Abs ( start . y - end . y ) , 2.0 ) ) * 0.3f ;
float diff = ( angle + ( float ) Math . PI ) - ( dirAngle + ( float ) Math . PI ) ;
if ( diff > Math . PI | | ( diff < 0 & & diff > - Math . PI ) )
angle + = ( float ) Math . PI ;
return new Vector2D ( ( float ) ( Math . Sin ( angle ) * length ) , ( float ) ( Math . Cos ( angle ) * length ) ) ;
}
//LINE DRAWING
//this returns array of Vector2D to draw 4-point bezier curve
private Vector2D [ ] getBezierCurve ( Vector2D p1 , Vector2D p2 , Vector2D cp1 , Vector2D cp2 , int steps ) {
if ( steps < 0 ) return null ;
int totalSteps = steps + 1 ;
Vector2D [ ] points = new Vector2D [ totalSteps ] ;
float step = 1f / ( float ) steps ;
float curStep = 0f ;
float curStepInv , m1 , m2 , m3 , m4 ;
for ( int i = 0 ; i < totalSteps ; i + + ) {
curStepInv = 1f - curStep ;
m1 = curStepInv * curStepInv * curStepInv ;
m2 = 3 * curStep * curStepInv * curStepInv ;
m3 = 3 * curStep * curStep * curStepInv ;
m4 = curStep * curStep * curStep ;
int px = ( int ) ( m1 * p1 . x + m2 * cp1 . x + m3 * cp2 . x + m4 * p2 . x ) ;
int py = ( int ) ( m1 * p1 . y + m2 * cp1 . y + m3 * cp2 . y + m4 * p2 . y ) ;
points [ i ] = new Vector2D ( px , py ) ;
curStep + = step ;
}
return points ;
}
//returns true if 2 lines intersect
private bool linesIntersect ( Line line1 , Line line2 ) {
float zn = ( line2 . End . y - line2 . Start . y ) * ( line1 . End . x - line1 . Start . x ) - ( line2 . End . x - line2 . Start . x ) * ( line1 . End . y - line1 . Start . y ) ;
float ch1 = ( line2 . End . x - line2 . Start . x ) * ( line1 . Start . y - line2 . Start . y ) - ( line2 . End . y - line2 . Start . y ) * ( line1 . Start . x - line2 . Start . x ) ;
float ch2 = ( line1 . End . x - line1 . Start . x ) * ( line1 . Start . y - line2 . Start . y ) - ( line1 . End . y - line1 . Start . y ) * ( line1 . Start . x - line2 . Start . x ) ;
if ( zn = = 0 ) return false ;
if ( ( ch1 / zn < = 1 & & ch1 / zn > = 0 ) & & ( ch2 / zn < = 1 & & ch2 / zn > = 0 ) )
return true ;
return false ;
}
//it's basically 2-point bezier curve
private Vector2D getPointOnLine ( Vector2D p1 , Vector2D p2 , float delta ) {
return new Vector2D ( ( int ) ( ( 1f - delta ) * p1 . x + delta * p2 . x ) , ( int ) ( ( 1f - delta ) * p1 . y + delta * p2 . y ) ) ;
}
//LINE SORTING
//this gets two arrays of connected points from given lines. Returns true if all went well.
private bool setupPointGroups ( List < Line > linesList ) {
//find prev/next lines for each line
for ( int i = 0 ; i < linesList . Count ; i + + ) {
Line curLine = linesList [ i ] ;
for ( int c = 0 ; c < linesList . Count ; c + + ) {
if ( c ! = i ) { //don't wanna play with ourselves :)
Line line = linesList [ c ] ;
//check start and end points
if ( curLine . Start = = line . Start ) {
line . Invert ( ) ;
curLine . Previous = line ;
} else if ( curLine . Start = = line . End ) {
curLine . Previous = line ;
} else if ( curLine . End = = line . End ) {
line . Invert ( ) ;
curLine . Next = line ;
} else if ( curLine . End = = line . Start ) {
curLine . Next = line ;
}
}
}
}
List < List < Vector2D > > pointGroups = new List < List < Vector2D > > ( ) ;
List < List < Line > > sortedLines = new List < List < Line > > ( ) ;
//now find start lines
for ( int i = 0 ; i < linesList . Count ; i + + ) {
Line curLine = linesList [ i ] ;
if ( curLine . Previous = = null ) { //found start
//collect points
Line l = curLine ;
List < Vector2D > points = new List < Vector2D > ( ) ;
List < Line > lines = new List < Line > ( ) ;
points . Add ( l . Start ) ;
do {
points . Add ( l . End ) ;
lines . Add ( l ) ;
} while ( ( l = l . Next ) ! = null ) ;
pointGroups . Add ( points ) ;
sortedLines . Add ( lines ) ;
}
}
if ( pointGroups . Count ! = 2 ) {
General . Interface . DisplayStatus ( StatusType . Warning , "Incorrect number of linedef groups! Expected 2, but got " + pointGroups . Count ) ;
return false ;
}
if ( pointGroups [ 0 ] . Count ! = pointGroups [ 1 ] . Count ) {
General . Interface . DisplayStatus ( StatusType . Warning , "Linedefs groups must have equal length! Got " + pointGroups [ 0 ] . Count + " in first group and " + pointGroups [ 1 ] . Count + " in second." ) ;
return false ;
}
//check if lines from first group intersect with lines from second group
foreach ( Line l1 in sortedLines [ 0 ] ) {
foreach ( Line l2 in sortedLines [ 1 ] ) {
if ( linesIntersect ( l1 , l2 ) ) {
General . Interface . DisplayStatus ( StatusType . Warning , "One or more lines from first group intersect with one or more lines from second group!" ) ;
return false ;
}
}
}
//both groups count should match at this point
segmentsCount = pointGroups [ 0 ] . Count ;
//collect sector properties
sectorProps1 = new SectorProperties [ sortedLines [ 0 ] . Count ] ;
for ( int i = 0 ; i < sortedLines [ 0 ] . Count ; i + + ) {
sectorProps1 [ i ] = sortedLines [ 0 ] [ i ] . SectorProperties ;
}
sectorProps2 = new SectorProperties [ sortedLines [ 1 ] . Count ] ;
for ( int i = 0 ; i < sortedLines [ 1 ] . Count ; i + + ) {
sectorProps2 [ i ] = sortedLines [ 1 ] [ i ] . SectorProperties ;
}
//check if we need to reverse one of point groups
Line line1 = new Line ( pointGroups [ 0 ] [ 0 ] , pointGroups [ 1 ] [ 0 ] ) ;
Line line2 = new Line ( pointGroups [ 0 ] [ segmentsCount - 1 ] , pointGroups [ 1 ] [ segmentsCount - 1 ] ) ;
if ( linesIntersect ( line1 , line2 ) ) {
pointGroups [ 0 ] . Reverse ( ) ;
Array . Reverse ( sectorProps1 ) ;
}
//fill point groups
pointGroup1 = new Vector2D [ segmentsCount ] ;
pointGroup2 = new Vector2D [ segmentsCount ] ;
pointGroups [ 0 ] . CopyTo ( pointGroup1 ) ;
pointGroups [ 1 ] . CopyTo ( pointGroup2 ) ;
return true ;
}
//Easing functions. Based on Robert Penner's original easing equations (http://www.robertpenner.com/easing/)
/ * *
* Easing equation function for a sinusoidal ( sin ( t ) ) easing in : accelerating from zero velocity .
* /
private int easeInSine ( int val1 , int val2 , float delta ) {
float f_val1 = ( float ) val1 ;
float f_val2 = ( float ) val2 - f_val1 ;
return ( int ) ( - f_val2 * Math . Cos ( delta * ( Math . PI / 2.0f ) ) + f_val2 + f_val1 ) ;
}
/ * *
* Easing equation function for a sinusoidal ( sin ( t ) ) easing out : decelerating from zero velocity .
* /
private int easeOutSine ( int val1 , int val2 , float delta ) {
float f_val1 = ( float ) val1 ;
float f_val2 = ( float ) val2 ;
return ( int ) ( ( f_val2 - f_val1 ) * Math . Sin ( delta * ( ( float ) Math . PI / 2.0f ) ) + f_val1 ) ;
}
/ * *
* Easing equation function for a sinusoidal ( sin ( t ) ) easing in / out : acceleration until halfway , then deceleration .
* /
private int easeInOutSine ( int val1 , int val2 , float delta ) {
float f_val1 = ( float ) val1 ;
float f_val2 = ( float ) val2 ;
return ( int ) ( - f_val2 / 2.0f * ( Math . Cos ( Math . PI * delta ) - 1.0f ) + f_val1 ) ;
}
private int intepolateValue ( int val1 , int val2 , float delta , string mode ) {
switch ( mode ) {
case BridgeInterpolationMode . HIGHEST :
case BridgeInterpolationMode . BRIGHTNESS_HIGHEST :
return Math . Max ( val1 , val2 ) ;
break ;
case BridgeInterpolationMode . LOWEST :
case BridgeInterpolationMode . BRIGHTNESS_LOWEST :
return Math . Min ( val1 , val2 ) ;
break ;
case BridgeInterpolationMode . LINEAR :
return ( int ) ( delta * ( float ) val2 + ( 1.0f - delta ) * ( float ) val1 ) ;
break ;
case BridgeInterpolationMode . IN_SINE :
return easeInSine ( val1 , val2 , delta ) ;
break ;
case BridgeInterpolationMode . OUT_SINE :
return easeOutSine ( val1 , val2 , delta ) ;
break ;
case BridgeInterpolationMode . IN_OUT_SINE :
return easeInOutSine ( val1 , val2 , delta ) ;
break ;
default :
throw new Exception ( "DrawBezierPathMode.intepolateValue: got unknown mode: '" + mode + "'" ) ;
break ;
}
return - 1 ;
}
//EVENTS
private void form_OnSubdivisionChanged ( object sender , EventArgs e ) {
update ( ) ;
}
private void form_OnOkClick ( object sender , EventArgs e ) {
FinishDraw ( ) ;
}
private void form_OnCancelClick ( object sender , EventArgs e ) {
OnCancel ( ) ;
}
private void form_OnFlipClick ( object sender , EventArgs e ) {
Array . Reverse ( pointGroup1 ) ;
Array . Reverse ( sectorProps1 ) ;
//swap handles position
Vector2D p = controlHandles [ 0 ] . Position ;
controlHandles [ 0 ] . Position = controlHandles [ 2 ] . Position ;
controlHandles [ 2 ] . Position = p ;
update ( ) ;
}
//ACTIONS
// Finish drawing
[BeginAction("finishdraw")]
public void FinishDraw ( ) {
// Accept the changes
General . Editing . AcceptMode ( ) ;
}
[BeginAction("increasesubdivlevel")]
private void increaseSubdivLevel ( ) {
if ( form ! = null & & form . Subdivisions < MAX_SUBDIVISIONS )
form . Subdivisions + + ;
}
[BeginAction("decreasesubdivlevel")]
private void decreaseSubdivLevel ( ) {
if ( form ! = null & & form . Subdivisions > MIN_SUBDIVISIONS )
form . Subdivisions - - ;
}
}
internal struct SectorProperties {
public int FloorHeight ;
public int CeilingHeight ;
public int Brightness ;
public float Angle ;
public string HighTexture ;
public string LowTexture ;
}
internal class ControlHandle
{
public Vector2D Position ;
public Vector2D ControlledPoint ; //point, to which this handle is assigned
public Vector2D RelativePosition {
get {
return new Vector2D ( Position . x - ControlledPoint . x , Position . y - ControlledPoint . y ) ;
}
set {
Position = new Vector2D ( ControlledPoint . x + value . x , ControlledPoint . y + value . y ) ;
}
}
public ControlHandle Pair ; //second handle, to which this handle is paired
}
internal class Line {
public Vector2D Start { get { return start ; } }
private Vector2D start ;
public Vector2D End { get { return end ; } }
private Vector2D end ;
public SectorProperties SectorProperties ;
public Line Previous ;
public Line Next ;
public Line ( Linedef ld ) {
start = new Vector2D ( ( int ) ld . Start . Position . x , ( int ) ld . Start . Position . y ) ;
end = new Vector2D ( ( int ) ld . End . Position . x , ( int ) ld . End . Position . y ) ;
SectorProperties = new SectorProperties ( ) ;
SectorProperties . Angle = ld . Angle ;
if ( ld . Back ! = null ) {
SectorProperties . CeilingHeight = ld . Back . Sector . CeilHeight ;
SectorProperties . FloorHeight = ld . Back . Sector . FloorHeight ;
SectorProperties . Brightness = ld . Back . Sector . Brightness ;
2012-11-27 23:04:49 +00:00
SectorProperties . HighTexture = ld . Back . HighTexture ! = "-" ? ld . Back . HighTexture : ld . Back . MiddleTexture ;
SectorProperties . LowTexture = ld . Back . LowTexture ! = "-" ? ld . Back . LowTexture : ld . Back . MiddleTexture ;
2012-06-19 13:12:28 +00:00
} else if ( ld . Front ! = null ) {
SectorProperties . CeilingHeight = ld . Front . Sector . CeilHeight ;
SectorProperties . FloorHeight = ld . Front . Sector . FloorHeight ;
SectorProperties . Brightness = ld . Front . Sector . Brightness ;
2012-11-27 23:04:49 +00:00
SectorProperties . HighTexture = ld . Front . HighTexture ! = "-" ? ld . Front . HighTexture : ld . Front . MiddleTexture ;
SectorProperties . LowTexture = ld . Front . LowTexture ! = "-" ? ld . Front . LowTexture : ld . Front . MiddleTexture ;
2012-06-19 13:12:28 +00:00
} else {
SectorProperties . CeilingHeight = 128 ;
SectorProperties . FloorHeight = 0 ;
SectorProperties . Brightness = 192 ;
SectorProperties . HighTexture = "-" ;
SectorProperties . LowTexture = "-" ;
}
}
public Line ( Vector2D start , Vector2D end ) {
this . start = start ;
this . end = end ;
}
public void Invert ( ) {
Vector2D s = start ;
start = end ;
end = s ;
SectorProperties . Angle * = - 1 ;
}
}
}