#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.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Curve Linedefs", AllowCopyPaste = false, Volatile = true)] public sealed class CurveLinedefsMode : BaseClassicMode { #region ================== Constants private const float LINE_THICKNESS = 0.6f; #endregion #region ================== Variables // Collections private ICollection selectedlines; private ICollection unselectedlines; #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 CurveLinedefsMode(EditMode basemode) { // Make collections by selection selectedlines = General.Map.Map.GetSelectedLinedefs(true); unselectedlines = General.Map.Map.GetSelectedLinedefs(false); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // This generates the vertices to split the line with, from start to end private List GenerateCurve(Linedef line) { // Fetch settings from window int vertices = BuilderPlug.Me.CurveLinedefsForm.Vertices; float distance = BuilderPlug.Me.CurveLinedefsForm.Distance; float angle = BuilderPlug.Me.CurveLinedefsForm.Angle; bool fixedcurve = BuilderPlug.Me.CurveLinedefsForm.FixedCurve; bool backwards = BuilderPlug.Me.CurveLinedefsForm.Backwards; // 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) float c = line.Length; float theta = angle; float d = (c / (float)Math.Tan(theta / 2)) / 2; float R = d / (float)Math.Cos(theta / 2); float h = R - d; float yDeform = fixedcurve ? 1 : distance / h; if(backwards) yDeform = -yDeform; float 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 = (Angle2D.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 = (float)Math.Cos(a) * R; y = ((float)Math.Sin(a) * R - d) * yDeform; //rotate and transform to fit original line vertex = new Vector2D(x, y).GetRotated(line.Angle + Angle2D.PIHALF); vertex = vertex.GetTransformed(line.GetCenterPoint().x, line.GetCenterPoint().y, 1, 1); points.Add(vertex); } // Done return points; } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("e_curvelinedefs.html"); } // Cancelled public override void OnCancel() { // Cancel base class base.OnCancel(); // Return to base mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); // Show toolbox window BuilderPlug.Me.CurveLinedefsForm.Show((Form)General.Interface); } // Disenagaging public override void OnDisengage() { base.OnDisengage(); // Hide toolbox window BuilderPlug.Me.CurveLinedefsForm.Hide(); } // This applies the curves and returns to the base mode public override void OnAccept() { // Create undo General.Map.UndoRedo.CreateUndo("Curve linedefs"); // Go for all selected lines foreach(Linedef ld in selectedlines) { // Make curve for line List points = GenerateCurve(ld); if(points.Count > 0) { // TODO: We may want some sector create/join code in here // to allow curves that overlap lines and some geometry merging // Go for all points to split the line Linedef splitline = ld; for(int i = 0; i < points.Count; i++) { // Make vertex Vertex v = General.Map.Map.CreateVertex(points[i]); if(v == null) { General.Map.UndoRedo.WithdrawUndo(); return; } // Split the line and move on with this line splitline = splitline.Split(v); if(splitline == null) { General.Map.UndoRedo.WithdrawUndo(); return; } } } } // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Update caches General.Map.Map.Update(); General.Map.IsChanged = true; // Return to base mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Redrawing display public override void OnRedrawDisplay() { renderer.RedrawSurface(); // Render lines if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(unselectedlines); 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)) { // Go for all selected lines foreach(Linedef ld in selectedlines) { // Make curve for line List points = GenerateCurve(ld); if(points.Count > 0) { Vector2D p1 = ld.Start.Position; Vector2D p2 = points[0]; for(int i = 1; i <= points.Count; i++) { // Draw the line renderer.RenderLine(p1, p2, LINE_THICKNESS, General.Colors.Highlight, true); // Next points p1 = p2; if(i < points.Count) p2 = points[i]; } // Draw last line renderer.RenderLine(p2, ld.End.Position, LINE_THICKNESS, General.Colors.Highlight, true); } } renderer.Finish(); } renderer.Present(); } #endregion } }