UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawEllipseMode.cs

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C#
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using System;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
[EditMode(DisplayName = "Draw Ellipse Mode",
SwitchAction = "drawellipsemode",
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawEllipseMode : DrawRectangleMode {
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private static int storedSubdivisions;
public DrawEllipseMode() : base() {
maxSubdivisions = 32;
minSubdivisions = 6;
undoName = "Ellipse draw";
shapeName = "ellipse";
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if(storedSubdivisions == 0)
storedSubdivisions = minSubdivisions + 2;
subdivisions = storedSubdivisions;
}
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public override void OnDisengage() {
base.OnDisengage();
storedSubdivisions = subdivisions;
}
override protected Vector2D[] getShape(Vector2D pStart, Vector2D pEnd) {
//no shape
if (pEnd.x == pStart.x && pEnd.y == pStart.y)
return new Vector2D[0];
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//line
if(pEnd.x == pStart.x || pEnd.y == pStart.y)
return new Vector2D[] { pStart, pEnd };
//got shape
int bevelSign = (bevelWidth > 0 ? 1 : -1);
currentBevelWidth = Math.Min(Math.Abs(bevelWidth), Math.Min(width, height) / 2) * bevelSign;
Vector2D[] shape = new Vector2D[subdivisions + 1];
bool doBevel = false;
int hw = width / 2;
int hh = height / 2;
Vector2D center = new Vector2D(pStart.x + hw, pStart.y + hh);
float curAngle = 0;
float angleStep = -Angle2D.PI / subdivisions * 2;
int px, py;
for (int i = 0; i < subdivisions; i++) {
if (doBevel) {
px = (int)(center.x - (float)Math.Sin(curAngle) * (hw + currentBevelWidth));
py = (int)(center.y - (float)Math.Cos(curAngle) * (hh + currentBevelWidth));
} else {
px = (int)(center.x - (float)Math.Sin(curAngle) * hw);
py = (int)(center.y - (float)Math.Cos(curAngle) * hh);
}
doBevel = !doBevel;
shape[i] = new Vector2D(px, py);
curAngle += angleStep;
}
//add final point
shape[subdivisions] = shape[0];
return shape;
}
protected override string getHintText() {
return "BVL: "+bevelWidth+"; VERTS: "+subdivisions;
}
//ACTIONS
override protected void increaseSubdivLevel() {
if (subdivisions < maxSubdivisions) {
subdivisions += 2;
Update();
}
}
override protected void decreaseSubdivLevel() {
if (subdivisions > minSubdivisions) {
subdivisions -= 2;
Update();
}
}
}
}