#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.Collections.Specialized; using System.Windows.Forms; using System.Drawing; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.StairSectorBuilderMode { //[EditMode(DisplayName = "Stair Sector Builder", // Volatile = true)] [EditMode(DisplayName = "Stair Sector Builder Mode", SwitchAction = "stairsectorbuildermode", // Action name used to switch to this mode ButtonImage = "StairIcon.png", // Image resource name for the button ButtonOrder = int.MinValue + 500, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", UseByDefault = true, SafeStartMode = false, Volatile = true )] public sealed class StairSectorBuilderMode : ClassicMode { #region ================== Constants private const float LINE_THICKNESS = 0.6f; private const float CONTROLPOINT_SIZE = 10.0f; private const int INNER_SPLINE = 0; private const int OUTER_SPLINE = 1; #endregion #region ================== Variables private StairSectorBuilderForm stairsectorbuilderform; private List stairsectors; // private List controlpoints; // private List tangents; private List catmullromsplinegroups; private int numcontrolpoints; private ControlpointPointer selectedcontrolpoint; private bool linesconnected; private List connectedlinedefs; private bool baseheightset; private int oldflipping = -1; private List> exactsplines; #endregion #region ================== Structures private struct CatmullRomSplineData { public Line2D line; public List controlpoints; public List tangents; } private struct CatmullRomSplineGroup { public CatmullRomSplineData[] splines; public Linedef sourcelinedef; } private struct ControlpointPointer { public int crsg; public int crsd; public int cp; } private struct ConnectedLinedefs { public bool closed; public int sector; public List linedefs; public Linedef firstlinedef; } private struct StairInfo { public int floorheight; public int ceilingheight; public List> sectors; } #endregion #region ================== Properties // Just keep the base mode button checked public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } } #endregion #region ================== Constructor / Disposer #endregion #region ================== Methods private void InitializeCatmullRomSplines() { List sourceld = new List(General.Map.Map.GetSelectedLinedefs(true)); Line2D innerline, outerline; CatmullRomSplineData innerspline, outerspline; CatmullRomSplineGroup splinegroup; numcontrolpoints = stairsectorbuilderform.NumControlPoints; if (General.Map.Map.GetSelectedLinedefs(true).Count <= 0) { return; } if (catmullromsplinegroups == null) catmullromsplinegroups = new List(); else catmullromsplinegroups.Clear(); for (int l1 = 0; l1 < sourceld.Count - 1; l1++) { int l2 = l1 + 1; Vector2D s1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].End.Position : sourceld[l1].Start.Position; Vector2D e1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].Start.Position : sourceld[l1].End.Position; Vector2D s2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].End.Position : sourceld[l2].Start.Position; Vector2D e2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].Start.Position : sourceld[l2].End.Position; //innerline = new Line2D(sourceld[l2].Start.Position, sourceld[l1].Start.Position); //outerline = new Line2D(sourceld[l1].End.Position, sourceld[l2].End.Position); innerline = new Line2D(s2, s1); outerline = new Line2D(e1, e2); innerspline = new CatmullRomSplineData(); innerspline.controlpoints = new List(); innerspline.line = innerline; innerspline.controlpoints.Add(new Vector2D(innerline.v1)); for (int k = 1; k <= numcontrolpoints - 2; k++) innerspline.controlpoints.Add(new Vector2D(innerline.GetCoordinatesAt(1.0f / (numcontrolpoints - 1) * k))); innerspline.controlpoints.Add(new Vector2D(innerline.v2)); ComputeTangents(ref innerspline); outerspline = new CatmullRomSplineData(); outerspline.controlpoints = new List(); outerspline.line = outerline; outerspline.controlpoints.Add(new Vector2D(outerline.v1)); for (int k = 1; k <= numcontrolpoints - 2; k++) outerspline.controlpoints.Add(new Vector2D(outerline.GetCoordinatesAt(1.0f / (numcontrolpoints - 1) * k))); outerspline.controlpoints.Add(new Vector2D(outerline.v2)); ComputeTangents(ref outerspline); splinegroup = new CatmullRomSplineGroup(); splinegroup.splines = new CatmullRomSplineData[2]; splinegroup.splines[INNER_SPLINE] = innerspline; splinegroup.splines[OUTER_SPLINE] = outerspline; splinegroup.sourcelinedef = sourceld[l1]; catmullromsplinegroups.Add(splinegroup); } } // Modifies the number of control points on the splines public void ModifyControlpointNumber(int num) { if (catmullromsplinegroups == null) return; for(int crsg=0; crsg < catmullromsplinegroups.Count;crsg++) { for (int s = 0; s < 2; s++) { List verts = GenerateCatmullRom(catmullromsplinegroups[crsg].splines[s], num-1); catmullromsplinegroups[crsg].splines[s].controlpoints.Clear(); foreach (Vector2D v in verts) { catmullromsplinegroups[crsg].splines[s].controlpoints.Add(v); } // catmullromsplinegroups[crsg].splines[s].controlpoints.Add(catmullromsplinegroups[crsg].splines[s].line.v1); // New tangents of the control points have to be calculated ComputeTangents(ref catmullromsplinegroups[crsg].splines[s]); } } } // Create the sector data depending on the selected tab public void UpdateVertexData() { // Straight stair if (stairsectorbuilderform.Tabs.SelectedIndex == 0) { if (General.Map.Map.SelectedSectorsCount == 0) { stairsectors = CreateStraightStairSectorsFromLines(new List(General.Map.Map.GetSelectedLinedefs(true))); } else { stairsectors = CreateStraightStairSectorsFromSectors(new List(General.Map.Map.GetSelectedSectors(true))); } } // Curved stair else if (stairsectorbuilderform.Tabs.SelectedIndex == 1) { stairsectors = CreateCurvedStairSectors(); } // Catmull Rom stair else if (stairsectorbuilderform.Tabs.SelectedIndex == 2) { if (oldflipping != stairsectorbuilderform.Flipping) { oldflipping = stairsectorbuilderform.Flipping; InitializeCatmullRomSplines(); } exactsplines = new List>(); stairsectors = CreateCatmullRomStairSectors(); } if (stairsectors.Count > 0) { stairsectorbuilderform.OriginalCeilingBase = stairsectors[0].ceilingheight; stairsectorbuilderform.OriginalFloorBase = stairsectors[0].floorheight; } } private bool CheckConnectedLines() { //List sourceld = new List(); //if (General.Map.Map.GetSelectedLinedefs(true).Count <= 0 && General.Map.Map.SelectedSectorsCount <= 0) //{ // return false; //} // connectedlinedefs = new List(); //foreach (Linedef ld in General.Map.Map.GetSelectedLinedefs(true)) //{ // sourceld.Add(ld); //} // GetConnectedLines(ref sourceld, -1); return true; } private void GetConnectedLines(ref List sourceld, int sector) { List connectedld = new List(); Linedef currentld = null; connectedlinedefs = new List(); while (sourceld.Count > 0) { // List is empty if (connectedld.Count == 0) { connectedld.Add(sourceld[0]); currentld = sourceld[0]; sourceld.RemoveAt(0); } // Find all connected linedefs starting from the start of the current linedef while (currentld != null) { bool found = false; foreach (Linedef ld in sourceld) { // if (currentld.Start.Linedefs.Contains(ld)) if(ld.Start == currentld.Start || ld.End == currentld.Start) { // add the connected linedef to the beginning of the list connectedld.Insert(0, ld); currentld = ld; sourceld.Remove(ld); found = true; break; } } if (found == false) currentld = null; } currentld = connectedld[connectedld.Count - 1]; // Find all connected linedefs starting from the end of the current linedef while (currentld != null) { bool found = false; foreach (Linedef ld in sourceld) { // if (currentld.End.Linedefs.Contains(ld)) if (ld.Start == currentld.End || ld.End == currentld.End) { // add the connected linedef to the end of the list connectedld.Add(ld); currentld = ld; sourceld.Remove(ld); found = true; break; } } if (found == false) currentld = null; } ConnectedLinedefs cld = new ConnectedLinedefs(); cld.linedefs = new List(); cld.sector = sector; foreach (Linedef ld in connectedld) { cld.linedefs.Add(ld); } if (General.Map.Map.SelectedLinedefsCount > 0) { foreach (Linedef ld in General.Map.Map.GetSelectedLinedefs(true)) { if (cld.linedefs.Contains(ld)) { cld.firstlinedef = ld; break; } } // if(connectedvertices[0] == cld.firstlinedef.End.Position && connectedvertices[connectedvertices.Count-1] == cld.firstlinedef.Start.Position) { } else { cld.closed = true; cld.firstlinedef = cld.linedefs[cld.linedefs.Count-1]; } connectedlinedefs.Add(cld); connectedld.Clear(); } } // Computes the tangents of the control points of a Catmull Rom spline private void ComputeTangents(ref CatmullRomSplineData spline) { float f = 2.0f; int i; if (spline.tangents == null) spline.tangents = new List(); else spline.tangents.Clear(); // Special case for the first control point // spline.tangents.Add(new Vector2D((spline.controlpoints[1] - spline.controlpoints[0]) / f)); spline.tangents.Add(new Vector2D(spline.controlpoints[1] - spline.controlpoints[0])); for (i=1; i < spline.controlpoints.Count - 1; i++) { spline.tangents.Add(new Vector2D((spline.controlpoints[i + 1] - spline.controlpoints[i - 1]) / f)); } // Special case for the last control point //spline.tangents.Add(new Vector2D((spline.controlpoints[i] - spline.controlpoints[i - 1]) / f)); spline.tangents.Add(new Vector2D(spline.controlpoints[i] - spline.controlpoints[i - 1])); } // Creates sectors for a curved stair private List CreateCurvedStairSectors() { List> secs = new List>(); List newsec; //List dvl = new List(); List innervertices, outervertices; Line2D innerline, outerline; float innerangle, outerangle; int innervertexmultiplier = stairsectorbuilderform.InnerVertexMultiplier; int outervertexmultiplier = stairsectorbuilderform.OuterVertexMultiplier; bool clockwise; int numsteps = (int)stairsectorbuilderform.NumberOfSectors; //uint depth = stairsectorbuilderform.SectorDepth; List sourceld = new List(); List stairinfo = new List(); StairInfo si = new StairInfo(); List> sisecs = new List>(); secs.Clear(); if (General.Map.Map.GetSelectedLinedefs(true).Count <= 0) { return null; } // Add all selected linedefs to a source linedef list foreach (Linedef ld in General.Map.Map.GetSelectedLinedefs(true)) { sourceld.Add(ld); } // Go through all source linedefs for (int l1 = 0; l1 < sourceld.Count - 1; l1++) { // A curve will always be made in the order the lines were selected int l2 = l1 + 1; float distance = 128; bool fixedcurve = true; Vector2D s1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].End.Position : sourceld[l1].Start.Position; Vector2D e1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].Start.Position : sourceld[l1].End.Position; Vector2D s2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].End.Position : sourceld[l2].Start.Position; Vector2D e2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].Start.Position : sourceld[l2].End.Position; if (Vector2D.Distance(s1, s2) < Vector2D.Distance(e1, e2)) { clockwise = true; innerline = new Line2D(s2, s1); outerline = new Line2D(e1, e2); } else // Counter clockwise { clockwise = false; innerline = new Line2D(e1, e2); outerline = new Line2D(s2, s1); } // Compute the angle of the inner and outer line if (sourceld[l1].Angle == sourceld[l2].Angle && !(stairsectorbuilderform.Flipping == 1) && !(stairsectorbuilderform.Flipping == 2)) { innerangle = 1; outerangle = 1; distance = 0; fixedcurve = false; } else { if (clockwise) { innerangle = outerangle = sourceld[l1].Angle - sourceld[l2].Angle; if (innerangle < 0.0f) innerangle += Angle2D.PI2; if (outerangle < 0.0f) outerangle += Angle2D.PI2; } else { innerangle = outerangle = sourceld[l2].Angle - sourceld[l1].Angle; if (innerangle < 0.0f) innerangle += Angle2D.PI2; if (outerangle < 0.0f) outerangle += Angle2D.PI2; } if (stairsectorbuilderform.Flipping != 0) { if (sourceld[l1].Angle == sourceld[l2].Angle) { if (stairsectorbuilderform.Flipping == 1) { innerangle = Math.Abs(innerangle - Angle2D.PI); outerangle = Math.Abs(outerangle - Angle2D.PI); } else if (stairsectorbuilderform.Flipping == 2) { innerangle -= Angle2D.PI; outerangle -= Angle2D.PI; } } else { innerangle = Math.Abs(innerangle - Angle2D.PI2); outerangle = Math.Abs(outerangle - Angle2D.PI2); } } } // Generate the vertices on the curve, and add the start and end vertices of the inner line to the list innervertices = GenerateCurve(innerline, numsteps * innervertexmultiplier - 1, innerangle, false, distance, fixedcurve); innervertices.Insert(0, innerline.v1); innervertices.Add(innerline.v2); // Generate the vertices on the curve, and add the start and end vertices of the outer line to the list outervertices = GenerateCurve(outerline, numsteps * outervertexmultiplier - 1, outerangle, true, distance, fixedcurve); outervertices.Insert(0, outerline.v1); outervertices.Add(outerline.v2); // If the vertices were created in counter-clockwise order turn them into clockwise order if (!clockwise) { List tmpvertices; int tmpmultiplier; tmpvertices = innervertices; tmpmultiplier = innervertexmultiplier; innervertices = outervertices; outervertices = tmpvertices; innervertexmultiplier = outervertexmultiplier; outervertexmultiplier = tmpmultiplier; } // Create the sectors from the created vertices for (int i = 0; i < numsteps; i++) { newsec = new List(); // Depending on the outer and innter vertex multipliers more // vertices from the curve have to be added to the new sector for (int k = 0; k <= outervertexmultiplier; k++) { newsec.Add(outervertices[i * outervertexmultiplier + k]); } // Depending on the outer and innter vertex multipliers more // vertices from the curve have to be added to the new sector for (int k = 0; k <= innervertexmultiplier; k++) { newsec.Add(innervertices[(numsteps - 1 - i) * innervertexmultiplier + k]); } // Don't forget the add the first vertex again, to actually have // a whole sector newsec.Add(outervertices[i * outervertexmultiplier]); sisecs.Add(newsec); } } GetSetTextureAndHeightInfo(sourceld[0], out si); si.sectors = sisecs; stairinfo.Add(si); stairsectorbuilderform.StepMultiplier = sourceld.Count - 1; return stairinfo; } private List GenerateCurve(Line2D line, int vertices, float angle, bool backwards) { return GenerateCurve(line, vertices, angle, backwards, 128, true); } // This generates the vertices to split the line with, from start to end private List GenerateCurve(Line2D line, int vertices, float angle, bool backwards, float distance, bool fixedcurve) { // Make list List points = new List(vertices); //Added by Anders Åstrand 2008-05-18 //The formulas used are taken from http://mathworld.wolfram.com/CircularSegment.html //c and theta are known (length of line and angle parameter). d, R and h are //calculated from those two //If the curve is not supposed to be a circular segment it's simply deformed to fit //the value set for distance. //The vertices are generated to be evenly distributed (by angle) along the curve //and lastly they are rotated and moved to fit with the original line //calculate some identities of a circle segment (refer to the graph in the url above) double c = line.GetLength(); double theta = angle; double d = (c / Math.Tan(theta / 2)) / 2; double R = d / Math.Cos(theta / 2); double h = R - d; double yDeform = fixedcurve ? 1 : distance / h; if (backwards) yDeform = -yDeform; double a, x, y; Vector2D vertex; for (int v = 1; v <= vertices; v++) { //calculate the angle for this vertex //the curve starts at PI/2 - theta/2 and is segmented into vertices+1 segments //this assumes the line is horisontal and on y = 0, the point is rotated and moved later a = (Math.PI - theta) / 2 + v * (theta / (vertices + 1)); //calculate the coordinates of the point, and distort the y coordinate //using the deform factor calculated above x = Math.Cos(a) * R; y = (Math.Sin(a) * R - d) * yDeform; //rotate and transform to fit original line vertex = new Vector2D((float)x, (float)y).GetRotated(line.GetAngle() + Angle2D.PIHALF); vertex = vertex.GetTransformed(line.GetCoordinatesAt(0.5f).x, line.GetCoordinatesAt(0.5f).y, 1, 1); points.Add(vertex); } // Done return points; } // Creates stair sectors from two Catmull Rom splines private List CreateCatmullRomStairSectors() { List> secs = new List>(); List newsec; List innervertices, outervertices; int innervertexmultiplier = stairsectorbuilderform.InnerVertexMultiplier; int outervertexmultiplier = stairsectorbuilderform.OuterVertexMultiplier; int numsteps = (int)stairsectorbuilderform.NumberOfSectors; List> sisecs = new List>(); List stairinfo = new List(); StairInfo si = new StairInfo(); secs.Clear(); foreach(CatmullRomSplineGroup crsg in catmullromsplinegroups) { // Generate the vertices for both the inner and outer spline innervertices = GenerateCatmullRom(crsg.splines[INNER_SPLINE], numsteps * innervertexmultiplier); outervertices = GenerateCatmullRom(crsg.splines[OUTER_SPLINE], numsteps * outervertexmultiplier); // Create the data to build complete sectors from the splines for (int i = 0; i < numsteps; i++) { newsec = new List(); // Depending on the outer and innter vertex multipliers more // vertices from the splines have to be added to the new sector for (int k = 0; k <= outervertexmultiplier; k++) { newsec.Add(outervertices[i * outervertexmultiplier + k]); } for (int k = 0; k <= innervertexmultiplier; k++) { newsec.Add(innervertices[(numsteps - 1 - i) * innervertexmultiplier + k]); } // Don't forget the add the first vertex again, to actually have // a whole sector newsec.Add(outervertices[i * outervertexmultiplier]); sisecs.Add(newsec); } } GetSetTextureAndHeightInfo(catmullromsplinegroups[0].sourcelinedef, out si); si.sectors = sisecs; stairinfo.Add(si); return stairinfo; } private List CreateStraightStairSectorsFromSectors(List selectedsectors) { List stairinfo = new List(); foreach (Sector s in selectedsectors) { List linedefs = new List(); List fliplinedefs = new List(); foreach (Sidedef sd in s.Sidedefs) { if (sd.Line.Front.Sector.Index != s.Index) { fliplinedefs.Add(sd.Line); sd.Line.FlipVertices(); sd.Line.FlipSidedefs(); } linedefs.Add(sd.Line); } stairinfo.AddRange(CreateStraightStairSectorsFromLines(linedefs)); foreach (Linedef ld in fliplinedefs) { ld.FlipSidedefs(); ld.FlipVertices(); } } return stairinfo; } private List CreateStraightStairSectorsFromLines(List selectedlinedefs) { List stairinfo = new List(); uint numsteps = stairsectorbuilderform.NumberOfSectors; uint depth = stairsectorbuilderform.SectorDepth; int spacing = stairsectorbuilderform.Spacing; List sourceld = new List(selectedlinedefs); StairInfo si = new StairInfo(); GetConnectedLines(ref selectedlinedefs, -1); // Build an independend set of steps from each selected line if (!stairsectorbuilderform.SingleSectors.Checked) { Vector2D direction; Vector2D v1, v2; // Go through each selected line for (int k = 0; k < sourceld.Count; k++) { List> sisecs = new List>(); // Get the direction to build the stair to. "Flip" the vector depending on the selected build direction modifier direction = sourceld[k].Line.GetPerpendicular().GetNormal() * (stairsectorbuilderform.SideFront ? -1 : 1); for (int i = 0; i < numsteps; i++) { //List vertices = new List(); List newsec = new List(); // Compute the position of the vertices that form the line opposite the source line v1 = sourceld[k].Start.Position + direction * depth * i; v2 = sourceld[k].End.Position + direction * depth * i; Vector2D v3 = v1 + direction * depth; Vector2D v4 = v2 + direction * depth; // Apply spacing to each vertex if (spacing > 0) { v1 += (direction * spacing) * i; v2 += (direction * spacing) * i; v3 += (direction * spacing) * i; v4 += (direction * spacing) * i; } // v1 is added twice so it will actually draw a complete sector newsec.Add(v1); newsec.Add(v3); newsec.Add(v4); newsec.Add(v2); newsec.Add(v1); sisecs.Add(newsec); } GetSetTextureAndHeightInfo(sourceld[k], out si); si.sectors = sisecs; stairinfo.Add(si); } } else if(stairsectorbuilderform.SingleSectors.Checked) { Vector2D direction = new Vector2D(); Vector2D globaldirection; bool closed = false; foreach (ConnectedLinedefs cld in connectedlinedefs) { List connectedvertices = new List(); List connecteddirections = new List(); List connectedlength = new List(); List> sisecs = new List>(); globaldirection = Vector2D.FromAngle(cld.firstlinedef.Angle + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f)); for(int i=0; i < cld.linedefs.Count; i++) { if (cld.sector >= 0) { if (cld.linedefs[i].Front.Sector.Index == cld.sector) { if (!connectedvertices.Contains(cld.linedefs[i].End.Position)) connectedvertices.Add(cld.linedefs[i].End.Position); if (!connectedvertices.Contains(cld.linedefs[i].Start.Position)) connectedvertices.Add(cld.linedefs[i].Start.Position); } else { if (!connectedvertices.Contains(cld.linedefs[i].Start.Position)) connectedvertices.Add(cld.linedefs[i].Start.Position); if (!connectedvertices.Contains(cld.linedefs[i].End.Position)) connectedvertices.Add(cld.linedefs[i].End.Position); } } else { if (!connectedvertices.Contains(cld.linedefs[i].Start.Position)) connectedvertices.Add(cld.linedefs[i].Start.Position); if (!connectedvertices.Contains(cld.linedefs[i].End.Position)) connectedvertices.Add(cld.linedefs[i].End.Position); } } if (cld.sector >= 0) { closed = true; } else { if (connectedvertices[0] == cld.firstlinedef.End.Position && connectedvertices[connectedvertices.Count - 1] == cld.firstlinedef.Start.Position) closed = true; } for (int i = 0; i < connectedvertices.Count; i++) { if (i == 0 && closed == false) { connecteddirections.Add(Vector2D.FromAngle(Vector2D.GetAngle(connectedvertices[0], connectedvertices[1]) - Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f))); connectedlength.Add(depth); } else if (i == connectedvertices.Count - 1 && closed == false) { connecteddirections.Add(Vector2D.FromAngle(Vector2D.GetAngle(connectedvertices[i], connectedvertices[i - 1]) + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f))); connectedlength.Add(depth); } else { Vector2D v1; Vector2D v2; if (closed && i == 0) { v1 = new Line2D(connectedvertices[1], connectedvertices[0]).GetPerpendicular(); v2 = new Line2D(connectedvertices[0], connectedvertices[connectedvertices.Count - 1]).GetPerpendicular(); } else if(closed && i == connectedvertices.Count - 1) { v1 = new Line2D(connectedvertices[0], connectedvertices[i]).GetPerpendicular(); v2 = new Line2D(connectedvertices[i], connectedvertices[i - 1]).GetPerpendicular(); } else { v1 = new Line2D(connectedvertices[i + 1], connectedvertices[i]).GetPerpendicular(); v2 = new Line2D(connectedvertices[i], connectedvertices[i - 1]).GetPerpendicular(); } double a = (v1.GetNormal() + v2.GetNormal()).GetAngle(); double b = a - v1.GetNormal().GetAngle(); double opl = Math.Tan(b) * depth; double distance = Math.Sqrt(depth * depth + opl * opl); Vector2D v3 = Vector2D.FromAngle((float)a); connecteddirections.Add(Vector2D.FromAngle(v3.GetAngle() + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? 0.0f : 180.0f))); connectedlength.Add(distance); } } for (int i = 0; i < numsteps; i++) { List newsec = new List(); float length; if (closed == false) { for (int k = 0; k < connectedvertices.Count; k++) { if (!stairsectorbuilderform.SingleDirection.Checked) { direction = connecteddirections[k]; length = (float)connectedlength[k]; } else { direction = globaldirection; length = depth; } newsec.Add(connectedvertices[k] + direction * length * i + (direction * spacing) * i); } } for (int k = connectedvertices.Count - 1; k >= 0; k--) { if (!stairsectorbuilderform.SingleDirection.Checked) { direction = connecteddirections[k]; length = (float)connectedlength[k]; } else { direction = globaldirection; length = depth; } newsec.Add(connectedvertices[k] + direction * length * (i + 1) + (direction * spacing) * i); } if(closed == false) newsec.Add(connectedvertices[0] + direction * depth * i + (direction * spacing) * i); else newsec.Add(newsec[0]); // If the steps are drawn on the back side the vertices are in counter-clockwise // order, so reverse their order if (!stairsectorbuilderform.SideFront) newsec.Reverse(); sisecs.Add(newsec); } GetSetTextureAndHeightInfo(cld.firstlinedef, out si); si.sectors = sisecs; stairinfo.Add(si); } } stairsectorbuilderform.StepMultiplier = 1; return stairinfo; } // Generats the Catmull Rom spline from the given control points and their tangents. // Returns a list of Vector2D. // The line between two control points is a "section". There is always one section // less than there are control points. // A "hop" is the distance between two to-be-created vertices. The distance is not // in map units, but a relative indication where on the line between two control // points the vertex will be. // First it is calculated in which section the vertex will be in, then the relative // position on the line between the control points of this section is calculated. // This value will be from 0.0 to 0.99999... // A workaround has to be done for the last vertex, which will inevitably be exactly // on the last control point, thus computing the wrong section and relative position private List GenerateCatmullRom(CatmullRomSplineData crsd, int numverts) { List vertices = new List(); int sections = crsd.controlpoints.Count - 1; //double hop = (double)sections / numverts; float distance = 0.0f; float unithop; List cpdistance = new List(); // Compute the length of the whole spline and the length of the parts on the // spline between the control points for (int i = 0; i < crsd.controlpoints.Count-1; i++) { int h = (int)Vector2D.Distance(crsd.controlpoints[i], crsd.controlpoints[i + 1]); float dist = 0; List dc = new List(); Vector2D p0 = crsd.controlpoints[i]; Vector2D p1 = crsd.controlpoints[i + 1]; Vector2D t0 = crsd.tangents[i]; Vector2D t1 = crsd.tangents[i + 1]; for (int k = 0; k <= h; k++) { dc.Add(Tools.HermiteSpline(p0, t0, p1, t1, (float)k / h)); } for (int k = 0; k < h; k++) { dist += Vector2D.Distance(dc[k], dc[k + 1]); } distance += dist; cpdistance.Add(dist); exactsplines.Add(dc); } unithop = distance / numverts; for (int i = 0; i <= numverts; i++) { int s = 0; float u; float distancefromstart = i * unithop; float max = 0.0f; // Find out what section the vertex is in while (max < distancefromstart) { max += cpdistance[s]; if (max < distancefromstart) s++; // Work around for rounding errors if (s > cpdistance.Count-1) { s = cpdistance.Count - 1; max = distancefromstart; } } // Compute the u component with special cases for the first // and last vertex if (distancefromstart == 0) u = 0.0f; else if (distancefromstart == distance) u = 1.0f; else u = 1.0f - ((max - distancefromstart) / cpdistance[s]); Vector2D p0 = crsd.controlpoints[s]; Vector2D p1 = crsd.controlpoints[s + 1]; Vector2D t0 = crsd.tangents[s]; Vector2D t1 = crsd.tangents[s + 1]; vertices.Add(Tools.HermiteSpline(p0, t0, p1, t1, u)); } // OLD CODE //for (int x = 0; x <= numverts; x++) //{ // // Compute the section the vertex will be in // int s = (int)(x * hop); // double u; // // Workaround for the last vertex // if ((x * hop) - s < 0.00001f && s == sections) // { // u = 1.0f; // s--; // } // else // { // //u = (summe - x * unithop) / Vector2D.Distance(crsd.controlpoints[cs], crsd.controlpoints[cs+1]); // u = (x * hop) - s; // } // if (u > 1.0f) u = 1.0f; // Vector2D p0 = crsd.controlpoints[s]; // Vector2D p1 = crsd.controlpoints[s + 1]; // Vector2D t0 = crsd.tangents[s]; // Vector2D t1 = crsd.tangents[s + 1]; // vertices.Add(Tools.HermiteSpline(p0, t0, p1, t1, (float)u)); //} return vertices; } // Turns a position into a DrawnVertex and returns it private DrawnVertex SectorVertex(float x, float y) { DrawnVertex v = new DrawnVertex(); v.stitch = true; v.stitchline = true; v.pos = new Vector2D((float)Math.Round(x, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(y, General.Map.FormatInterface.VertexDecimals)); return v; } private DrawnVertex SectorVertex(Vector2D v) { return SectorVertex(v.x, v.y); } // Remember info for floor and ceiling height. The info is retrieved // from either front or back of the source line, depending in what // direction the it should build // Also set the upper/lower textures to use if they aren't already private void GetSetTextureAndHeightInfo(Linedef ld, out StairInfo siout) { StairInfo si = new StairInfo(); Sidedef primary; Sidedef secondary; GetSetBaseHeights(ld); if (stairsectorbuilderform.SideFront) { if (ld.Front == null) { primary = ld.Back; secondary = ld.Front; } else { primary = ld.Front; secondary = ld.Back; } } else { if (ld.Back == null) { primary = ld.Front; secondary = ld.Back; } else { primary = ld.Back; secondary = ld.Front; } } si.ceilingheight = primary.Sector.CeilHeight; si.floorheight = primary.Sector.FloorHeight; if (stairsectorbuilderform.UpperTextureTexture == "") stairsectorbuilderform.UpperTextureTexture = (secondary == null) ? primary.MiddleTexture : primary.HighTexture; if (stairsectorbuilderform.LowerTextureTexture == "") stairsectorbuilderform.LowerTextureTexture = (secondary == null) ? primary.MiddleTexture : primary.LowTexture; siout = si; } private void GetSetBaseHeights(Linedef ld) { if (baseheightset) return; baseheightset = true; if (stairsectorbuilderform.SideFront) { if (ld.Back == null) { stairsectorbuilderform.CeilingBase = ld.Front.Sector.CeilHeight; stairsectorbuilderform.FloorBase = ld.Front.Sector.FloorHeight; } else { stairsectorbuilderform.CeilingBase = ld.Back.Sector.CeilHeight; stairsectorbuilderform.FloorBase = ld.Back.Sector.FloorHeight; } } else { stairsectorbuilderform.CeilingBase = ld.Front.Sector.CeilHeight; stairsectorbuilderform.FloorBase = ld.Front.Sector.FloorHeight; } } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("e_curvelinedefs.html"); } // Cancelled public override void OnCancel() { // Cancel base class base.OnCancel(); // stairsectorbuilderform.Close(); // Return to base mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Mode engages public override void OnEngage() { base.OnEngage(); // If no lines are selected nothing can be done, so exit this mode immediately if (General.Map.Map.SelectedLinedefsCount == 0 && General.Map.Map.SelectedSectorsCount == 0) { General.Interface.DisplayStatus(StatusType.Warning, "No lines or sectors selected."); General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); return; } renderer.SetPresentation(Presentation.Standard); linesconnected = CheckConnectedLines(); LoadPrefabs(); // stairsectorbuilderform = BuilderPlug.Me.StairSectorBuilderForm; stairsectorbuilderform = new StairSectorBuilderForm(); InitializeCatmullRomSplines(); selectedcontrolpoint.cp = -1; selectedcontrolpoint.crsd = -1; selectedcontrolpoint.crsg = -1; stairsectorbuilderform.SingleSectors.Enabled = linesconnected ? true : false; stairsectorbuilderform.DistinctBaseHeights.Checked = General.Map.Map.SelectedLinedefsCount == 1 ? false : true; // Show toolbox window // stairsectorbuilderform.Show(); stairsectorbuilderform.Show((Form)General.Interface); } // Disenagaging public override void OnDisengage() { base.OnDisengage(); SavePrefabs(); // Sort of work around so that the DB2 window won't lose focus General.Interface.Focus(); if(stairsectorbuilderform != null) stairsectorbuilderform.Hide(); } // This applies the curves and returns to the base mode public override void OnAccept() { string uppertexture = stairsectorbuilderform.UpperTextureTexture; string lowertexture = stairsectorbuilderform.LowerTextureTexture; string middletexture = stairsectorbuilderform.MiddleTextureTexture; string olddefaulttexture = "-"; List newvertices = new List(); List newlinedefs = new List(); List allnewsectors = new List(); if (stairsectors == null) return; // Create undo General.Map.UndoRedo.CreateUndo("Build stair sectors"); // Get the default settings and remember the default texture General.Settings.FindDefaultDrawSettings(); if (stairsectorbuilderform.MiddleTexture) { olddefaulttexture = General.Map.Options.DefaultWallTexture; General.Map.Options.DefaultWallTexture = "-"; } // This creates the geometry. Uses exactly the same data used // for the preview try { foreach (StairInfo si in stairsectors) { int stepcounter = 1; foreach (List lv in si.sectors) { List oldsectors = new List(General.Map.Map.Sectors); List newsectors = new List(); List vertices = new List(); for (int i = 0; i < lv.Count; i++) { vertices.Add(SectorVertex(lv[i])); } // Draw the new sector if (!Tools.DrawLines(vertices)) throw new Exception("Failed drawing lines"); // Update newly created sector(s) with the given textures and heights foreach (Sector s in General.Map.Map.Sectors) { if (!oldsectors.Contains(s)) { allnewsectors.Add(s); // Apply floor heights if necessary if (stairsectorbuilderform.FloorHeight) { // Should each stair use individual base height or the global one? if (stairsectorbuilderform.DistinctBaseHeights.Checked && stairsectorbuilderform.StairType == 0) s.FloorHeight = si.floorheight + stairsectorbuilderform.FloorHeightModification * stepcounter; else s.FloorHeight = stairsectorbuilderform.FloorBase + stairsectorbuilderform.FloorHeightModification * stepcounter; } // Apply ceiling heights if necessary if (stairsectorbuilderform.CeilingHeight) { // Should each stair use individual base height or the global one? if (stairsectorbuilderform.DistinctBaseHeights.Checked && stairsectorbuilderform.StairType == 0) s.CeilHeight = si.ceilingheight + stairsectorbuilderform.CeilingHeightModification * stepcounter; else s.CeilHeight = stairsectorbuilderform.CeilingBase + stairsectorbuilderform.CeilingHeightModification * stepcounter; } // Apply floor and ceiling textures if necessary if (stairsectorbuilderform.FloorFlat) s.SetFloorTexture(stairsectorbuilderform.FloorFlatTexture); if (stairsectorbuilderform.CeilingFlat) s.SetCeilTexture(stairsectorbuilderform.CeilingFlatTexture); // Fix missing textures foreach (Sidedef sd in s.Sidedefs) { if (!newlinedefs.Contains(sd.Line)) newlinedefs.Add(sd.Line); if (stairsectorbuilderform.UpperTexture) { if (sd.Line.Back != null && sd.Line.Back.HighRequired()) sd.Line.Back.SetTextureHigh(uppertexture); if (sd.Line.Front != null && sd.Line.Front.HighRequired()) sd.Line.Front.SetTextureHigh(uppertexture); if (stairsectorbuilderform.UpperUnpegged) sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true); } if (stairsectorbuilderform.LowerTexture) { if (sd.Line.Front != null && sd.Line.Front.LowRequired()) sd.Line.Front.SetTextureLow(lowertexture); if (sd.Line.Back != null && sd.Line.Back.LowRequired()) sd.Line.Back.SetTextureLow(lowertexture); if (stairsectorbuilderform.LowerUnpegged) sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } if (stairsectorbuilderform.MiddleTexture) { if (sd.Line.Front != null && sd.Line.Front.MiddleRequired()) sd.Line.Front.SetTextureMid(middletexture); if (sd.Line.Back != null && sd.Line.Back.MiddleRequired()) sd.Line.Back.SetTextureMid(middletexture); } } } } stepcounter++; } } if (stairsectorbuilderform.MiddleTexture) General.Map.Options.DefaultWallTexture = olddefaulttexture; // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Clean the map up. Merge all vertices that share the same position and // remove looped linedefs foreach (Sector s in allnewsectors) { if (s.Sidedefs == null) continue; foreach (Sidedef sd in s.Sidedefs) { if (!newvertices.Contains(sd.Line.Start)) newvertices.Add(sd.Line.Start); if (!newvertices.Contains(sd.Line.End)) newvertices.Add(sd.Line.End); } } General.Map.Map.BeginAddRemove(); MapSet.JoinVertices(newvertices, newvertices, false, MapSet.STITCH_DISTANCE); General.Map.Map.EndAddRemove(); MapSet.RemoveLoopedLinedefs(newlinedefs); // Update textures General.Map.Data.UpdateUsedTextures(); // Update caches General.Map.Map.Update(); General.Map.IsChanged = true; } catch (Exception e) { General.Interface.DisplayStatus(StatusType.Warning, e.ToString()); General.Map.UndoRedo.WithdrawUndo(); } // Return to base mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Redrawing display public override void OnRedrawDisplay() { if (!stairsectorbuilderform.FullyLoaded) return; base.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(); } // Render overlay if (renderer.StartOverlay(true)) { if (stairsectorbuilderform.Tabs.SelectedIndex == 2 && numcontrolpoints != stairsectorbuilderform.NumControlPoints) { ModifyControlpointNumber(stairsectorbuilderform.NumControlPoints); numcontrolpoints = stairsectorbuilderform.NumControlPoints; } // Create sector info based on the settings... UpdateVertexData(); // Render the control points if the Catmull Rom spline tab is selected if (stairsectorbuilderform.Tabs.SelectedIndex == 2) { foreach (List lv in exactsplines) { for (int i = 0; i < lv.Count - 1; i++) { renderer.RenderLine(lv[i], lv[i + 1], LINE_THICKNESS, new PixelColor(255, 128, 128, 128), true); } } foreach(CatmullRomSplineGroup crsg in catmullromsplinegroups) { CatmullRomSplineData[] crsd = new CatmullRomSplineData[2] { crsg.splines[INNER_SPLINE], crsg.splines[OUTER_SPLINE] }; foreach(CatmullRomSplineData c in crsd) { for (int i = 0; i < c.controlpoints.Count; i++) { RectangleF rect = new RectangleF(c.controlpoints[i].x - CONTROLPOINT_SIZE / 2, c.controlpoints[i].y - CONTROLPOINT_SIZE / 2, 10.0f, 10.0f); if(i == 0) renderer.RenderRectangle(rect, 2, new PixelColor(128, 255, 0, 0), true); else if (i == c.controlpoints.Count -1) renderer.RenderRectangle(rect, 2, new PixelColor(128, 0, 255, 0), true); else renderer.RenderRectangle(rect, 2, General.Colors.Indication, true); //renderer.RenderLine(c.controlpoints[i], c.controlpoints[i] + c.tangents[i], LINE_THICKNESS, new PixelColor(255, 128, 128, 128), true); } } } } // ... and draw the preview foreach (StairInfo si in stairsectors) { foreach (List lv in si.sectors) { for (int i = 0; i < lv.Count - 1; i++) { renderer.RenderLine(lv[i], lv[i + 1], LINE_THICKNESS, General.Colors.Highlight, true); RectangleF rect = new RectangleF(lv[i].x - CONTROLPOINT_SIZE / 2, lv[i].y - CONTROLPOINT_SIZE / 2, 10.0f, 10.0f); renderer.RenderRectangle(rect, 2, new PixelColor(128, 255, 0, 0), true); } } } renderer.Finish(); } renderer.Present(); } protected override void OnSelectBegin() { base.OnSelectBegin(); if (stairsectorbuilderform.Tabs.SelectedIndex != 2) return; // Go through all Catmull Rom Spline Groups for (int crsg = 0; crsg < catmullromsplinegroups.Count; crsg++) { // Check inner and outer splines for (int crsd = 0; crsd < 2; crsd++) { // Check all control points except the first and last, they belong to the linedefs // and may not be moved for (int cp = 1; cp < catmullromsplinegroups[crsg].splines[crsd].controlpoints.Count-1; cp++) { Vector2D p = catmullromsplinegroups[crsg].splines[crsd].controlpoints[cp]; // If the mouse is inside a control point, set the info about that control point // in the selectedcontrolpoint struct if (mousemappos.x >= p.x - CONTROLPOINT_SIZE / 2 && mousemappos.x <= p.x + CONTROLPOINT_SIZE / 2 && mousemappos.y >= p.y - CONTROLPOINT_SIZE / 2 && mousemappos.y <= p.y + CONTROLPOINT_SIZE / 2) { selectedcontrolpoint.cp = cp; selectedcontrolpoint.crsd = crsd; selectedcontrolpoint.crsg = crsg; } } } } } // When selected button is released protected override void OnSelectEnd() { base.OnSelectEnd(); // No control point is selected selectedcontrolpoint.cp = -1; selectedcontrolpoint.crsd = -1; selectedcontrolpoint.crsg = -1; // Redraw General.Map.Map.Update(); General.Interface.RedrawDisplay(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // If a control point is selected move it around if (selectedcontrolpoint.cp != -1) { if(General.Interface.ShiftState ^ General.Interface.SnapToGrid) { catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd].controlpoints[selectedcontrolpoint.cp] = new Vector2D(General.Map.Grid.SnappedToGrid(mousemappos).x, General.Map.Grid.SnappedToGrid(mousemappos).y); } else { catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd].controlpoints[selectedcontrolpoint.cp] = new Vector2D(mousemappos.x, mousemappos.y); } // New tangents of the control points have to be calculated ComputeTangents(ref catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd]); General.Interface.RedrawDisplay(); } } public static void SavePrefabs() { ListDictionary prefabdata = new ListDictionary(); int counter = 1; foreach(BuilderPlug.Prefab p in BuilderPlug.Me.Prefabs) { ListDictionary data = new ListDictionary(); data.Add("name", p.name); data.Add("numberofsectors", p.numberofsectors); data.Add("outervertexmultiplier", p.outervertexmultiplier); data.Add("innervertexmultiplier", p.innervertexmultiplier); data.Add("stairtype", p.stairtype); data.Add("sectordepth", p.sectordepth); data.Add("spacing", p.spacing); data.Add("frontside", p.frontside); data.Add("singlesectors", p.singlesectors); data.Add("singledirection", p.singledirection); data.Add("distinctbaseheights", p.distinctbaseheights); data.Add("flipping", p.flipping); data.Add("numberofcontrolpoints", p.numberofcontrolpoints); data.Add("applyfloormod", p.applyfloormod); data.Add("floormod", p.floormod); //data.Add("floorbase", p.floorbase); data.Add("applyceilingmod", p.applyceilingmod); data.Add("ceilingmod", p.ceilingmod); //data.Add("ceilingbase", p.ceilingbase); data.Add("applyfloortexture", p.applyfloortexture); data.Add("floortexture", p.floortexture); data.Add("applyceilingtexture", p.applyceilingtexture); data.Add("ceilingtexture", p.ceilingtexture); data.Add("applyuppertexture", p.applyuppertexture); data.Add("uppertexture", p.uppertexture); data.Add("upperunpegged", p.upperunpegged); data.Add("applymiddletexture", p.applymiddletexture); data.Add("middletexture", p.middletexture); data.Add("applylowertexture", p.applylowertexture); data.Add("lowertexture", p.lowertexture); data.Add("lowerunpegged", p.lowerunpegged); prefabdata.Add("prefab" + counter, data); counter++; } General.Map.Options.WritePluginSetting("prefabs", prefabdata); } private void LoadPrefabs() { // load the light info from the .dbs ListDictionary prefabdata = (ListDictionary)General.Map.Options.ReadPluginSetting("prefabs", new ListDictionary()); BuilderPlug.Me.Prefabs.Clear(); foreach (DictionaryEntry prefabentry in prefabdata) { BuilderPlug.Prefab p = new BuilderPlug.Prefab(); foreach (DictionaryEntry entry in (ListDictionary)prefabentry.Value) { if ((string)entry.Key == "name") p.name = (string)entry.Value; if ((string)entry.Key == "numberofsectors") p.numberofsectors = (int)entry.Value; if ((string)entry.Key == "outervertexmultiplier") p.outervertexmultiplier = (int)entry.Value; if ((string)entry.Key == "innervertexmultiplier") p.innervertexmultiplier = (int)entry.Value; if ((string)entry.Key == "stairtype") p.stairtype = (int)entry.Value; if ((string)entry.Key == "sectordepth") p.sectordepth = (int)entry.Value; if ((string)entry.Key == "spacing") p.spacing = (int)entry.Value; if ((string)entry.Key == "frontside") p.frontside = (bool)entry.Value; if ((string)entry.Key == "singlesectors") p.singlesectors = (bool)entry.Value; if ((string)entry.Key == "singledirection") p.singledirection = (bool)entry.Value; if ((string)entry.Key == "distinctbaseheights") p.distinctbaseheights = (bool)entry.Value; if ((string)entry.Key == "flipping") p.flipping = (int)entry.Value; if ((string)entry.Key == "numberofcontrolpoints") p.numberofcontrolpoints = (int)entry.Value; if ((string)entry.Key == "applyfloormod") p.applyfloormod = (bool)entry.Value; if ((string)entry.Key == "floormod") p.floormod = (int)entry.Value; //if ((string)entry.Key == "floorbase") p.floorbase = (int)entry.Value; if ((string)entry.Key == "applyceilingmod") p.applyceilingmod = (bool)entry.Value; if ((string)entry.Key == "ceilingmod") p.ceilingmod = (int)entry.Value; //if ((string)entry.Key == "ceilingbase") p.ceilingbase = (int)entry.Value; if ((string)entry.Key == "applyfloortexture") p.applyfloortexture = (bool)entry.Value; if ((string)entry.Key == "floortexture") p.floortexture = (string)entry.Value; if ((string)entry.Key == "applyceilingtexture") p.applyceilingtexture = (bool)entry.Value; if ((string)entry.Key == "ceilingtexture") p.ceilingtexture = (string)entry.Value; if ((string)entry.Key == "applyuppertexture") p.applyuppertexture = (bool)entry.Value; if ((string)entry.Key == "upperunpegged") p.upperunpegged = (bool)entry.Value; if ((string)entry.Key == "uppertexture") p.uppertexture = (string)entry.Value; if ((string)entry.Key == "applymiddletexture") p.applymiddletexture = (bool)entry.Value; if ((string)entry.Key == "middletexture") p.middletexture = (string)entry.Value; if ((string)entry.Key == "applylowertexture") p.applylowertexture = (bool)entry.Value; if ((string)entry.Key == "lowertexture") p.lowertexture = (string)entry.Value; if ((string)entry.Key == "lowerunpegged") p.lowerunpegged = (bool)entry.Value; } BuilderPlug.Me.Prefabs.Add(p); } } #endregion } }