#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * 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.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using System.Linq; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Geometry; using System.Drawing; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; #endregion namespace CodeImp.DoomBuilder.ThreeDFloorMode { enum SlopeDrawingMode { Floor, Ceiling, FloorAndCeiling }; [EditMode(DisplayName = "Draw Slopes Mode", SwitchAction = "drawslopesmode", ButtonImage = "DrawSlopeModeIcon.png", // Image resource name for the button ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", AllowCopyPaste = false, SupportedMapFormats = new[] { "UniversalMapSetIO" }, RequiredMapFeatures = new[] { "PlaneEquationSupport" }, Volatile = true, UseByDefault = true, Optional = false, IsDeprecated = true, DeprecationMessage = "Please use the visual sloping functionality instead.")] public class DrawSlopesMode : ClassicMode { #region ================== Constants private const float LINE_THICKNESS = 0.8f; #endregion #region ================== Variables // Drawing points private List points; // Keep track of view changes private float lastoffsetx; private float lastoffsety; private float lastscale; // Options private bool snaptogrid; // SHIFT to toggle private bool snaptonearest; // CTRL to enable private FlatVertex[] overlayGeometry; private List labels; private static SlopeDrawingMode slopedrawingmode = SlopeDrawingMode.Floor; #endregion #region ================== Properties // Just keep the base mode button checked public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } } #endregion #region ================== Constructor / Disposer // Constructor public DrawSlopesMode() { // Initialize points = new List(); // No selection in this mode //General.Map.Map.ClearAllSelected(); //General.Map.Map.ClearAllMarks(false); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if (!isdisposed) { // Dispose old labels if (labels != null) foreach (TextLabel l in labels) l.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Methods // This checks if the view offset/zoom changed and updates the check protected bool CheckViewChanged() { bool viewchanged = false; // View changed? if (renderer.OffsetX != lastoffsetx) viewchanged = true; if (renderer.OffsetY != lastoffsety) viewchanged = true; if (renderer.Scale != lastscale) viewchanged = true; // Keep view information lastoffsetx = renderer.OffsetX; lastoffsety = renderer.OffsetY; lastscale = renderer.Scale; // Return result return viewchanged; } // This sets up new labels /* private void SetupLabels() { if (labels != null) { // Dispose old labels foreach (KeyValuePair lbl in labels) foreach (TextLabel l in lbl.Value) l.Dispose(); } // Make text labels for sectors labels = new Dictionary(General.Map.Map.Sectors.Count); foreach (Sector s in General.Map.Map.Sectors) { // Setup labels TextLabel[] labelarray = new TextLabel[s.Labels.Count]; for (int i = 0; i < s.Labels.Count; i++) { Vector2D v = s.Labels[i].position; labelarray[i] = new TextLabel(20); labelarray[i].TransformCoords = true; labelarray[i].Rectangle = new RectangleF(v.x, v.y, 0.0f, 0.0f); labelarray[i].AlignX = TextAlignmentX.Center; labelarray[i].AlignY = TextAlignmentY.Middle; labelarray[i].Scale = 14f; labelarray[i].Color = General.Colors.Highlight.WithAlpha(255); labelarray[i].Backcolor = General.Colors.Background.WithAlpha(255); } labels.Add(s, labelarray); } } */ private void SetupLabels() { labels = new List(); PixelColor white = new PixelColor(255, 255, 255, 255); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { for (int i = 0; i < svg.Vertices.Count; i++) { if (BuilderPlug.Me.SlopeVertexLabelDisplayOption == LabelDisplayOption.Always || General.Interface.AltState == true) { SlopeVertex sv = svg.Vertices[i]; double scale = 1 / renderer.Scale; double x = sv.Pos.x; double y = sv.Pos.y - 14 * scale; string value = String.Format("Z: {0}", sv.Z); bool showlabel = true; // Rearrange labels if they'd be (exactly) on each other foreach (TextLabel l in labels) { if (l.Location.x == x && l.Location.y == y) { // Reduce visual clutter by de-duping stacked labels, when "show all labels" is enabled if (l.Text == value) { showlabel = false; //dedupe } else { // Adjust the label position down one line y -= l.TextSize.Height * scale; } } } // Only proceed if the label was not deduped if (showlabel) { TextLabel label = new TextLabel(); label.TransformCoords = true; label.Location = new Vector2D(x, y); label.AlignX = TextAlignmentX.Center; label.AlignY = TextAlignmentY.Middle; label.BackColor = General.Colors.Background.WithAlpha(128); label.Text = value; label.Color = white; labels.Add(label); } } } } } // This updates the dragging private void Update() { PixelColor stitchcolor = General.Colors.Highlight; PixelColor losecolor = General.Colors.Selection; PixelColor color; snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex lastp = new DrawnVertex(); DrawnVertex curp = GetCurrentPosition(); float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale; float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale; SetupLabels(); // Render drawing lines if (renderer.StartOverlay(true)) { float size = 9 / renderer.Scale; if (BuilderPlug.Me.UseHighlight) { renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt()); } List vertices = new List(); // Store all slope vertices and draw the lines between them foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { for (int i = 0; i < svg.Vertices.Count; i++) { vertices.Add(svg.Vertices[i]); if (i < svg.Vertices.Count - 1) renderer.RenderLine(svg.Vertices[0].Pos, svg.Vertices[i + 1].Pos, 1, new PixelColor(255, 255, 255, 255), true); } } // Sort the slope vertex list and draw them. The sorting ensures that selected vertices are always drawn on top foreach (SlopeVertex sv in vertices.OrderBy(o => o.Selected)) { PixelColor c = General.Colors.Indication; Vector3D v = sv.Pos; renderer.RenderRectangleFilled(new RectangleF((float)(v.x - size / 2), (float)(v.y - size / 2), size, size), General.Colors.Background, true); renderer.RenderRectangle(new RectangleF((float)(v.x - size / 2), (float)(v.y - size / 2), size, size), 2, c, true); } // Go for all points to draw lines if (points.Count > 0) { // Render lines lastp = points[0]; for (int i = 1; i < points.Count; i++) { // Determine line color if (lastp.stitchline && points[i].stitchline) color = stitchcolor; else color = losecolor; // Render line renderer.RenderLine(points[0].pos, points[i].pos, LINE_THICKNESS, color, true); lastp = points[i]; } // Determine line color if (lastp.stitchline && snaptonearest) color = stitchcolor; else color = losecolor; // Render line to cursor renderer.RenderLine(points[0].pos, curp.pos, LINE_THICKNESS, color, true); // Render vertices for (int i = 0; i < points.Count; i++) { // Determine vertex color if (points[i].stitch) color = stitchcolor; else color = losecolor; // Render vertex //renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); renderer.RenderRectangleFilled(new RectangleF((float)(points[i].pos.x - size / 2), (float)(points[i].pos.y - size / 2), size, size), General.Colors.Background, true); renderer.RenderRectangle(new RectangleF((float)(points[i].pos.x - size / 2), (float)(points[i].pos.y - size / 2), size, size), 2, General.Colors.Indication, true); } } foreach (TextLabel l in labels) renderer.RenderText(l); // Determine point color if (snaptonearest) color = stitchcolor; else color = losecolor; // Render vertex at cursor //renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); renderer.RenderRectangleFilled(new RectangleF((float)(curp.pos.x - size / 2), (float)(curp.pos.y - size / 2), size, size), General.Colors.Background, true); renderer.RenderRectangle(new RectangleF((float)(curp.pos.x - size / 2), (float)(curp.pos.y - size / 2), size, size), 2, General.Colors.Indication, true); // Done renderer.Finish(); } // Done renderer.Present(); } private void updateOverlaySurfaces() { ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); List vertsList = new List(); // Go for all selected sectors foreach (Sector s in orderedselection) vertsList.AddRange(s.FlatVertices); overlayGeometry = vertsList.ToArray(); } // This returns the aligned and snapped draw position public static DrawnVertex GetCurrentPosition(Vector2D mousemappos, bool snaptonearest, bool snaptogrid, IRenderer2D renderer, List points) { DrawnVertex p = new DrawnVertex(); Vector2D vm = mousemappos; float vrange = BuilderPlug.Me.StitchRange / renderer.Scale; // Snap to nearest? if (snaptonearest) { // Go for all drawn points foreach (DrawnVertex v in points) { if (Vector2D.DistanceSq(mousemappos, v.pos) < (vrange * vrange)) { p.pos = v.pos; p.stitch = true; p.stitchline = true; return p; } } // Try the nearest vertex Vertex nv = General.Map.Map.NearestVertexSquareRange(mousemappos, vrange); if (nv != null) { p.pos = nv.Position; p.stitch = true; p.stitchline = true; return p; } // Try the nearest linedef Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale); if (nl != null) { // Snap to grid? if (snaptogrid) { // Get grid intersection coordinates List coords = nl.GetGridIntersections(); // Find nearest grid intersection bool found = false; double found_distance = float.MaxValue; Vector2D found_coord = new Vector2D(); foreach (Vector2D v in coords) { Vector2D delta = mousemappos - v; if (delta.GetLengthSq() < found_distance) { found_distance = delta.GetLengthSq(); found_coord = v; found = true; } } if (found) { // Align to the closest grid intersection p.pos = found_coord; p.stitch = true; p.stitchline = true; return p; } } else { // Aligned to line p.pos = nl.NearestOnLine(mousemappos); p.stitch = true; p.stitchline = true; return p; } } } else { // Always snap to the first drawn vertex so that the user can finish a complete sector without stitching if (points.Count > 0) { if (Vector2D.DistanceSq(mousemappos, points[0].pos) < (vrange * vrange)) { p.pos = points[0].pos; p.stitch = true; p.stitchline = false; return p; } } } // if the mouse cursor is outside the map bondaries check if the line between the last set point and the // mouse cursor intersect any of the boundary lines. If it does, set the position to this intersection if (points.Count > 0 && (mousemappos.x < General.Map.Config.LeftBoundary || mousemappos.x > General.Map.Config.RightBoundary || mousemappos.y > General.Map.Config.TopBoundary || mousemappos.y < General.Map.Config.BottomBoundary)) { Line2D dline = new Line2D(mousemappos, points[points.Count - 1].pos); bool foundintersection = false; double u = 0.0f; List blines = new List(); // lines for left, top, right and bottom bondaries blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary)); blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.TopBoundary)); blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary)); blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary)); // check for intersections with boundaries for (int i = 0; i < blines.Count; i++) { if (!foundintersection) { // only check for intersection if the last set point is not on the // line we are checking against if (blines[i].GetSideOfLine(points[points.Count - 1].pos) != 0.0f) { foundintersection = blines[i].GetIntersection(dline, out u); } } } // if there was no intersection set the position to the last set point if (!foundintersection) vm = points[points.Count - 1].pos; else vm = dline.GetCoordinatesAt(u); } // Snap to grid? if (snaptogrid) { // Aligned to grid p.pos = General.Map.Grid.SnappedToGrid(vm); // special handling if (p.pos.x > General.Map.Config.RightBoundary) p.pos.x = General.Map.Config.RightBoundary; if (p.pos.y < General.Map.Config.BottomBoundary) p.pos.y = General.Map.Config.BottomBoundary; p.stitch = snaptonearest; p.stitchline = snaptonearest; return p; } else { // Normal position p.pos = vm; p.stitch = snaptonearest; p.stitchline = snaptonearest; return p; } } // This gets the aligned and snapped draw position private DrawnVertex GetCurrentPosition() { return GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, points); } // This draws a point at a specific location public bool DrawPointAt(DrawnVertex p) { return DrawPointAt(p.pos, p.stitch, p.stitchline); } // This draws a point at a specific location public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline) { if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary || pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) return false; DrawnVertex newpoint = new DrawnVertex(); newpoint.pos = pos; newpoint.stitch = stitch; newpoint.stitchline = stitchline; points.Add(newpoint); updateOverlaySurfaces(); Update(); if (points.Count == 3) FinishDraw(); return true; } private bool IsControlSector(Sector s) { //Determine whether or not the sector is actually a control sector for a 3D floor foreach (Sidedef sd in s.Sidedefs) { if (sd.Line.Action >= 100 && sd.Line.Action < 300) return true; } return false; } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("gzdb/features/classic_modes/mode_slopes.html"); } // Engaging public override void OnEngage() { base.OnEngage(); if (BuilderPlug.Me.SlopeDataSector == null || BuilderPlug.Me.SlopeDataSector.IsDisposed) { General.Map.UndoRedo.CreateUndo("Set up slope data sector"); SlopeDataSectorDialog sdsd = new SlopeDataSectorDialog(); DialogResult dr = sdsd.ShowDialog(); if (dr == DialogResult.Cancel) { General.Map.UndoRedo.WithdrawUndo(); General.Editing.CancelMode(); return; } if (dr == DialogResult.OK) { BuilderPlug.Me.SlopeDataSector = General.Map.Map.GetMarkedSectors(true)[0]; BuilderPlug.Me.StoreSlopeVertexGroupsInSector(); } } else { BuilderPlug.Me.LoadSlopeVertexGroupsFromSector(); } EnableAutoPanning(); renderer.SetPresentation(Presentation.Standard); // Convert geometry selection to sectors only General.Map.Map.ConvertSelection(SelectionType.Sectors); General.Interface.AddButton(BuilderPlug.Me.MenusForm.FloorSlope); General.Interface.AddButton(BuilderPlug.Me.MenusForm.CeilingSlope); General.Interface.AddButton(BuilderPlug.Me.MenusForm.FloorAndCeilingSlope); BuilderPlug.Me.MenusForm.FloorSlope.Checked = false; BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false; if (slopedrawingmode == SlopeDrawingMode.Floor) BuilderPlug.Me.MenusForm.FloorSlope.Checked = true; else if (slopedrawingmode == SlopeDrawingMode.Ceiling) BuilderPlug.Me.MenusForm.CeilingSlope.Checked = true; else BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = true; // Make text labels for sectors SetupLabels(); updateOverlaySurfaces(); Update(); // Set cursor General.Interface.SetCursor(Cursors.Cross); } // Disengaging public override void OnDisengage() { base.OnDisengage(); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FloorSlope); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CeilingSlope); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FloorAndCeilingSlope); DisableAutoPanning(); } // Cancelled public override void OnCancel() { // Cancel base class base.OnCancel(); // Return to previous stable mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Accepted public override void OnAccept() { Cursor.Current = Cursors.AppStarting; General.Settings.FindDefaultDrawSettings(); // When points have been drawn if (points.Count > 1) { // Make undo for the draw General.Map.UndoRedo.CreateUndo("Draw slope"); List sv_floor = new List(); List sv_ceiling = new List(); // Fills the slope vertex list for both floor and ceiling slopes. Alos tried // to determine the default z position of the vertex List selected = (List)General.Map.Map.GetSelectedSectors(true); if (selected.Count == 1 && IsControlSector(selected[0])) { //If a 3D floor control sector is selected, then just use the height of it directly float zf = selected[0].FloorHeight; float zc = selected[0].CeilHeight; for (int i = 0; i < points.Count; i++) { sv_floor.Add(new SlopeVertex(points[i].pos, zf)); sv_ceiling.Add(new SlopeVertex(points[i].pos, zc)); } } else { //For normal sectors, grab the height of the sector each control handle lies within for (int i = 0; i < points.Count; i++) { float zf = 0; float zc = 0; Sector s = General.Map.Map.GetSectorByCoordinates(points[i].pos); if (s != null) { foreach (Sidedef sd in s.Sidedefs) { if (sd.Line.Line.GetSideOfLine(points[i].pos) == 0) { if (sd.Line.Back != null && !selected.Contains(sd.Line.Back.Sector)) { zf = sd.Line.Back.Sector.FloorHeight; zc = sd.Line.Back.Sector.CeilHeight; } else { zf = sd.Line.Front.Sector.FloorHeight; zc = sd.Line.Front.Sector.CeilHeight; } } } } sv_floor.Add(new SlopeVertex(points[i].pos, zf)); sv_ceiling.Add(new SlopeVertex(points[i].pos, zc)); } } // Create the floor slope vertex group and add it to all selected sectors if (slopedrawingmode == SlopeDrawingMode.Floor || slopedrawingmode == SlopeDrawingMode.FloorAndCeiling) { int id = -1; SlopeVertexGroup svg = BuilderPlug.Me.AddSlopeVertexGroup(sv_floor, out id); svg.Sectors.Clear(); foreach (Sector s in selected) { // Make sure the field work with undo/redo s.Fields.BeforeFieldsChange(); if (s.Fields.ContainsKey("user_floorplane_id")) s.Fields.Remove("user_floorplane_id"); s.Fields.Add("user_floorplane_id", new UniValue(UniversalType.Integer, id)); // svg.Sectors.Add(s); svg.AddSector(s, PlaneType.Floor); } } // Create the ceiling slope vertex group and add it to all selected sectors if (slopedrawingmode == SlopeDrawingMode.Ceiling || slopedrawingmode == SlopeDrawingMode.FloorAndCeiling) { int id = -1; SlopeVertexGroup svg = BuilderPlug.Me.AddSlopeVertexGroup(sv_ceiling, out id); svg.Sectors.Clear(); foreach (Sector s in selected) { // Make sure the field work with undo/redo s.Fields.BeforeFieldsChange(); if (s.Fields.ContainsKey("user_ceilingplane_id")) s.Fields.Remove("user_ceilingplane_id"); s.Fields.Add("user_ceilingplane_id", new UniValue(UniversalType.Integer, id)); // svg.Sectors.Add(s); svg.AddSector(s, PlaneType.Ceiling); } } BuilderPlug.Me.StoreSlopeVertexGroupsInSector(); // BuilderPlug.Me.UpdateSlopes(); // Clear selection General.Map.Map.ClearAllSelected(); // Update cached values General.Map.Map.Update(); // Map is changed General.Map.IsChanged = true; } // Done Cursor.Current = Cursors.Default; // Return to original mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // 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.RenderSRB2Extras(); renderer.Finish(); } // Normal update updateOverlaySurfaces(); Update(); } // Mouse moving public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); updateOverlaySurfaces(); Update(); } // When a key is released public override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if ((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } // When a key is pressed public override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if ((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } #endregion #region ================== Actions [BeginAction("drawfloorslope")] public void DrawFloorSlope() { slopedrawingmode = SlopeDrawingMode.Floor; BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorSlope.Checked = true; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor"); } [BeginAction("drawceilingslope")] public void DrawCeilingSlope() { slopedrawingmode = SlopeDrawingMode.Ceiling; BuilderPlug.Me.MenusForm.CeilingSlope.Checked = true; BuilderPlug.Me.MenusForm.FloorSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to ceiling"); } [BeginAction("drawfloorandceilingslope")] public void DrawFloorAndCeilingSlope() { slopedrawingmode = SlopeDrawingMode.FloorAndCeiling; BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = true; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor and ceiling"); } // Drawing a point [BeginAction("drawslopepoint")] public void DrawPoint() { // Mouse inside window? if (General.Interface.MouseInDisplay) { DrawnVertex newpoint = GetCurrentPosition(); if (!DrawPointAt(newpoint)) General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries."); } } // Remove a point //[BeginAction("removepoint")] public void RemovePoint() { if (points.Count > 0) points.RemoveAt(points.Count - 1); updateOverlaySurfaces(); Update(); } // Finish drawing [BeginAction("finishslopedraw")] public void FinishDraw() { // Accept the changes General.Editing.AcceptMode(); } #endregion } }