mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
3a35b7603a
Fixed, Map Analysis mode: fixed a crash when trying to dissolve an invalid sector when one of it's linedefs referenced it on the both sides. Fixed, Sectors mode: fixed incorrect undo description when deleting sectors. Internal: joined declaration and assignment of some more variables.
891 lines
26 KiB
C#
891 lines
26 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
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{
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[EditMode(DisplayName = "Bridge Mode",
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SwitchAction = "bridgemode",
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ButtonImage = "BridgeMode.png",
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ButtonOrder = 2,
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ButtonGroup = "002_modify",
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class BridgeMode : BaseClassicMode
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{
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#region ================== Constants
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private const float GRIP_SIZE = 9.0f;
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private const float LINE_THICKNESS = 0.8f;
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internal const int MAX_SUBDIVISIONS = 32;
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internal const int MIN_SUBDIVISIONS = 0;
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#endregion
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#region ================== Variables
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private Vector2D[] pointGroup1;
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private Vector2D[] pointGroup2;
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private SectorProperties[] sectorProps1;
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private SectorProperties[] sectorProps2;
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private float[] relLenGroup1;
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private float[] relLenGroup2;
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private ControlHandle[] controlHandles;
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private int curControlHandle = -1;
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private PixelColor handleColor;
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private List<Vector2D[]> curves;
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private int segmentsCount;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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//tools form
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private BridgeModeForm form;
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#endregion
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#region ================== Constructor / Disposer
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public BridgeMode()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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// Engaging
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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//check selection
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ICollection<Linedef> selection = General.Map.Map.GetSelectedLinedefs(true);
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List<Line> lines = new List<Line>();
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foreach(Linedef ld in selection)
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{
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Line l = new Line(ld);
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lines.Add(l);
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}
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//do we have valid selection?
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if(!Setup(lines))
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{
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FinishDraw();
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return;
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}
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//show form
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form = new BridgeModeForm();
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form.OnCancelClick += form_OnCancelClick;
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form.OnOkClick += form_OnOkClick;
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form.OnFlipClick += form_OnFlipClick;
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form.OnSubdivisionChanged += form_OnSubdivisionChanged;
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form.Show(General.Interface);
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General.Interface.FocusDisplay();
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handleColor = General.Colors.BrightColors[new Random().Next(General.Colors.BrightColors.Length - 1)];
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Update();
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}
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// When select button is pressed
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protected override void OnSelectBegin()
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{
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base.OnSelectBegin();
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//check if control handle is selected
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for(int i = 0; i < 4; i++)
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{
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if(mousemappos.x <= controlHandles[i].Position.x + GRIP_SIZE
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&& mousemappos.x >= controlHandles[i].Position.x - GRIP_SIZE
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&& mousemappos.y <= controlHandles[i].Position.y + GRIP_SIZE
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&& mousemappos.y >= controlHandles[i].Position.y - GRIP_SIZE)
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{
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curControlHandle = i;
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General.Interface.SetCursor(Cursors.Cross);
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return;
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}
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}
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curControlHandle = -1;
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}
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// When select button is released
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protected override void OnSelectEnd()
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{
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base.OnSelectEnd();
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General.Interface.SetCursor(Cursors.Default);
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curControlHandle = -1;
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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if(panning) return; //mxd. Skip all this jass while panning
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if(curControlHandle != -1)
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{
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ControlHandle handle = controlHandles[curControlHandle];
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handle.Position = (snaptogrid ? General.Map.Grid.SnappedToGrid(mousemappos) : mousemappos);
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if(form.MirrorMode)
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{
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Vector2D pos = handle.RelativePosition;
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//handle angle
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float angle = (float)Math.Atan2(-pos.y, -pos.x) + Angle2D.PIHALF;
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//angle of line, connecting handles ControlledPoints
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float dirAngle = -(float)Math.Atan2(handle.Pair.ControlledPoint.y - handle.ControlledPoint.y, handle.Pair.ControlledPoint.x - handle.ControlledPoint.x);
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float length = (float)Math.Sqrt(Math.Pow(Math.Abs(pos.x), 2.0) + Math.Pow(Math.Abs(pos.y), 2.0));
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float mirroredAngle = angle + dirAngle * 2.0f;
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handle.Pair.RelativePosition = new Vector2D((float)Math.Sin(mirroredAngle) * length, (float)Math.Cos(mirroredAngle) * length);
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}
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else if(form.CopyMode)
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{
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handle.Pair.RelativePosition = handle.RelativePosition;
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}
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Update();
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}
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}
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// Accepted
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public override void OnAccept()
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{
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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//get vertices
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List<List<Vector2D[]>> shapes = GetShapes();
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List<List<List<DrawnVertex>>> drawShapes = new List<List<List<DrawnVertex>>>();
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//set stitch range
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float stitchrange = BuilderPlug.Me.StitchRange;
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BuilderPlug.Me.StitchRange = 0.1f;
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for(int i = 0; i < shapes.Count; i++)
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{
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List<List<DrawnVertex>> shapesRow = new List<List<DrawnVertex>>();
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for(int c = 0; c < shapes[i].Count; c++)
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{
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List<DrawnVertex> points = new List<DrawnVertex>();
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for(int p = 0; p < shapes[i][c].Length; p++)
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points.Add(DrawGeometryMode.GetCurrentPosition(shapes[i][c][p], true, false, false, renderer, points));
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shapesRow.Add(points);
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}
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drawShapes.Add(shapesRow);
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}
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//restore stitch range
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BuilderPlug.Me.StitchRange = stitchrange;
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//draw lines
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if(drawShapes.Count > 0)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Bridge ("+form.Subdivisions+" subdivisions)");
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List<List<SectorProperties>> sectorProps = new List<List<SectorProperties>>();
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List<List<List<Sector>>> newSectors = new List<List<List<Sector>>>();
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//create sector properties collection
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//sector row
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for(int i = 0; i < drawShapes.Count; i++)
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{
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sectorProps.Add(new List<SectorProperties>());
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//sector in row
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for(int c = 0; c < drawShapes[i].Count; c++)
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sectorProps[i].Add(GetSectorProperties(i, c));
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}
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// Make the drawing
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//sector row
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for(int i = 0; i < drawShapes.Count; i++)
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{
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newSectors.Add(new List<List<Sector>>());
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//sector in row
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for(int c = 0; c < drawShapes[i].Count; c++)
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{
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if(!Tools.DrawLines(drawShapes[i][c], false, true))
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to create a Bezier Path...");
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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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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{
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SectorProperties sp = sectorProps[i][c];
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s.Brightness = sp.Brightness;
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s.FloorHeight = sp.FloorHeight;
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s.CeilHeight = (sp.CeilingHeight < sp.FloorHeight ? sp.FloorHeight + 8 : sp.CeilingHeight);
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}
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}
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}
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//apply textures
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//sector row
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for(int i = 0; i < newSectors.Count; i++)
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{
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//sector in row
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for(int c = 0; c < newSectors[i].Count; c++)
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{
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foreach(Sector s in newSectors[i][c])
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{
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(sd.LowRequired())
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sd.SetTextureLow(sectorProps[i][c].LowTexture);
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if(sd.HighRequired())
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sd.SetTextureHigh(sectorProps[i][c].HighTexture);
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}
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}
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}
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}
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//apply textures to front/back sides of shape
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//sector row
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for(int i = 0; i < newSectors.Count; i++)
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{
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//first/last sector in row
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for(int c = 0; c < newSectors[i].Count; c += newSectors[i].Count-1)
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{
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foreach(Sector s in newSectors[i][c])
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{
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(sd.Other != null)
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{
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if(sd.Other.LowRequired() && sd.Other.LowTexture == "-")
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sd.Other.SetTextureLow(sectorProps[i][c].LowTexture);
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if(sd.Other.HighRequired() && sd.Other.HighTexture == "-")
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sd.Other.SetTextureHigh(sectorProps[i][c].HighTexture);
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}
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}
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}
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}
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}
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General.Interface.DisplayStatus(StatusType.Action, "Created a Bridge with " + form.Subdivisions + " subdivisions.");
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Update cached values
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General.Map.Map.Update();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Map is changed
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General.Map.IsChanged = true;
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}
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//close form
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if(form != null) form.Close();
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// Done
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Cursor.Current = Cursors.Default;
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// Cancelled
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public override void OnCancel()
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{
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// Cancel base class
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base.OnCancel();
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//close form
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if(form != null) form.Dispose();
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// When a key is released
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public override void OnKeyUp(KeyEventArgs e)
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{
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base.OnKeyUp(e);
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if(snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) Update();
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}
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// When a key is pressed
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public override void OnKeyDown(KeyEventArgs e)
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{
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base.OnKeyDown(e);
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if(snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) Update();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things, Presentation.THINGS_ALPHA);
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renderer.Finish();
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}
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// Normal update
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Update();
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}
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public override void OnHelp()
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{
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General.ShowHelp("/gzdb/features/classic_modes/mode_drawbridge.html");
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}
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#endregion
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#region ================== Setup/Update/Utility
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//this checks if initial data is valid
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private bool Setup(List<Line> lines)
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{
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if(!SetupPointGroups(lines)) return false;
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//setup control handles
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Vector2D center1 = CurveTools.GetPointOnLine(pointGroup1[0], pointGroup1[segmentsCount - 1], 0.5f);
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Vector2D center2 = CurveTools.GetPointOnLine(pointGroup2[0], pointGroup2[segmentsCount - 1], 0.5f);
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Vector2D loc1 = GetHandleLocation(pointGroup1[0], pointGroup1[segmentsCount - 1], center2);
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Vector2D loc2 = GetHandleLocation(pointGroup2[0], pointGroup2[segmentsCount - 1], center1);
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ControlHandle ch1 = new ControlHandle {ControlledPoint = pointGroup1[0], RelativePosition = loc1};
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ControlHandle ch2 = new ControlHandle {ControlledPoint = pointGroup2[0], RelativePosition = loc2};
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ControlHandle ch3 = new ControlHandle {ControlledPoint = pointGroup1[segmentsCount - 1], RelativePosition = loc1};
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ControlHandle ch4 = new ControlHandle {ControlledPoint = pointGroup2[segmentsCount - 1], RelativePosition = loc2};
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ch1.Pair = ch3;
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ch2.Pair = ch4;
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ch3.Pair = ch1;
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ch4.Pair = ch2;
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controlHandles = new[] {ch1, ch2, ch3, ch4};
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//setup relative segments lengths
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relLenGroup1 = GetRelativeLengths(pointGroup1);
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relLenGroup2 = GetRelativeLengths(pointGroup2);
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return true;
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}
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private void Update()
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{
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if(renderer.StartOverlay(true))
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{
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snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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PixelColor linesColor = snaptogrid ? General.Colors.Selection : General.Colors.Highlight;
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//draw curves
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curves = new List<Vector2D[]>();
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for(int i = 0; i < segmentsCount; i++)
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{
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Vector2D cp1 = CurveTools.GetPointOnLine(controlHandles[0].Position, controlHandles[2].Position, relLenGroup1[i]);
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Vector2D cp2 = CurveTools.GetPointOnLine(controlHandles[1].Position, controlHandles[3].Position, relLenGroup2[i]);
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curves.Add(CurveTools.GetCubicCurve(pointGroup1[i], pointGroup2[i], cp1, cp2, form.Subdivisions));
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for(int c = 1; c < curves[i].Length; c++)
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renderer.RenderLine(curves[i][c - 1], curves[i][c], LINE_THICKNESS, linesColor, true);
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}
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//draw connecting lines
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if(form.Subdivisions > 1)
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{
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for(int i = 1; i < segmentsCount; i++)
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{
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for(int c = 1; c < form.Subdivisions; c++)
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{
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renderer.RenderLine(curves[i-1][c], curves[i][c], LINE_THICKNESS, linesColor, true);
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}
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}
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}
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//draw vertices
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float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
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foreach(Vector2D[] points in curves)
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{
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for(int i = 1; i < points.Length - 1; i++ )
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{
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renderer.RenderRectangleFilled(new RectangleF(points[i].x - vsize, points[i].y - vsize, vsize * 2.0f, vsize * 2.0f), linesColor, true);
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}
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}
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//draw handle lines
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renderer.RenderLine(pointGroup1[0], controlHandles[0].Position, LINE_THICKNESS, handleColor, true);
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renderer.RenderLine(pointGroup2[0], controlHandles[1].Position, LINE_THICKNESS, handleColor, true);
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renderer.RenderLine(pointGroup1[segmentsCount - 1], controlHandles[2].Position, LINE_THICKNESS, handleColor, true);
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renderer.RenderLine(pointGroup2[segmentsCount - 1], controlHandles[3].Position, LINE_THICKNESS, handleColor, true);
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//draw handles
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float gripsize = GRIP_SIZE / renderer.Scale;
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for(int i = 0; i < 4; i++)
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{
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RectangleF handleRect = new RectangleF(controlHandles[i].Position.x - gripsize * 0.5f, controlHandles[i].Position.y - gripsize * 0.5f, gripsize, gripsize);
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renderer.RenderRectangleFilled(handleRect, General.Colors.Background, true);
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renderer.RenderRectangle(handleRect, 2, General.Colors.Highlight, true);
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}
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renderer.Finish();
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}
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renderer.Present();
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}
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private SectorProperties GetSectorProperties(int lineIndex, int sectorIndex)
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{
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float delta = sectorIndex / (float)form.Subdivisions;
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delta += (1.0f - delta) / form.Subdivisions;
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SectorProperties sp = new SectorProperties();
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sp.Brightness = IntepolateValue(sectorProps1[lineIndex].Brightness, sectorProps2[lineIndex].Brightness, delta, form.BrightnessMode);
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sp.FloorHeight = IntepolateValue(sectorProps1[lineIndex].FloorHeight, sectorProps2[lineIndex].FloorHeight, delta, form.FloorAlignMode);
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sp.CeilingHeight = IntepolateValue(sectorProps1[lineIndex].CeilingHeight, sectorProps2[lineIndex].CeilingHeight, delta, form.CeilingAlignMode);
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//textures
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sp.LowTexture = sectorProps1[lineIndex].LowTexture != "-" ? sectorProps1[lineIndex].LowTexture : sectorProps2[lineIndex].LowTexture;
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sp.HighTexture = sectorProps1[lineIndex].HighTexture != "-" ? sectorProps1[lineIndex].HighTexture : sectorProps2[lineIndex].HighTexture;
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return sp;
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}
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//this returns a list of shapes to draw
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private List<List<Vector2D[]>> GetShapes()
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{
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List<List<Vector2D[]>> shapes = new List<List<Vector2D[]>>();
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for(int i = 1; i < segmentsCount; i++)
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{
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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[] { p0, p1, p2, p3, p0 });
|
|
}
|
|
shapes.Add(segShapes);
|
|
}
|
|
|
|
return shapes;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== 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 = Vector2D.Distance(pointGroup[0], pointGroup[segmentsCount - 1]);
|
|
float angle = (float)Math.Atan2(pointGroup[0].y - pointGroup[segmentsCount - 1].y, pointGroup[0].x - pointGroup[segmentsCount - 1].x);
|
|
|
|
//get relative length of every line
|
|
for(int i = 1; i < pointGroup.Length - 1; i++)
|
|
{
|
|
Vector2D p0 = pointGroup[i - 1];
|
|
Vector2D p1 = pointGroup[i];
|
|
float curAngle = (float)Math.Atan2(p0.y - p1.y, p0.x - p1.x);
|
|
float diff = (angle + Angle2D.PI) - (curAngle + Angle2D.PI);
|
|
float segLen = (int)(Vector2D.Distance(p0, p1) * Math.Cos(diff));
|
|
relLenGroup[i] = relLenGroup[i - 1] + segLen / length;
|
|
}
|
|
|
|
relLenGroup[pointGroup.Length - 1] = 1.0f;
|
|
|
|
return relLenGroup;
|
|
}
|
|
|
|
//this returns relative handle location
|
|
private static 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 + Angle2D.PI) - (dirAngle + Angle2D.PI);
|
|
|
|
if(diff > Angle2D.PI || (diff < 0 && diff > -Angle2D.PI)) angle += Angle2D.PI;
|
|
|
|
return new Vector2D((float)(Math.Sin(angle) * length), (float)(Math.Cos(angle) * length));
|
|
}
|
|
|
|
//LINE DRAWING
|
|
//returns true if 2 lines intersect
|
|
private static 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;
|
|
return (ch1 / zn <= 1 && ch1 / zn >= 0) && (ch2 / zn <= 1 && ch2 / zn >= 0);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== 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;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Easing functions
|
|
|
|
private static int IntepolateValue(int val1, int val2, float delta, string mode)
|
|
{
|
|
switch(mode)
|
|
{
|
|
case BridgeInterpolationMode.HIGHEST:
|
|
case BridgeInterpolationMode.BRIGHTNESS_HIGHEST:
|
|
return Math.Max(val1, val2);
|
|
|
|
case BridgeInterpolationMode.LOWEST:
|
|
case BridgeInterpolationMode.BRIGHTNESS_LOWEST:
|
|
return Math.Min(val1, val2);
|
|
|
|
case BridgeInterpolationMode.LINEAR:
|
|
return InterpolationTools.Linear(val1, val2, delta);
|
|
|
|
case BridgeInterpolationMode.IN_SINE:
|
|
return InterpolationTools.EaseInSine(val1, val2, delta);
|
|
|
|
case BridgeInterpolationMode.OUT_SINE:
|
|
return InterpolationTools.EaseOutSine(val1, val2, delta);
|
|
|
|
case BridgeInterpolationMode.IN_OUT_SINE:
|
|
return InterpolationTools.EaseInOutSine(val1, val2, delta);
|
|
|
|
default:
|
|
throw new Exception("DrawBezierPathMode.IntepolateValue: '" + mode + "' mode is not supported!");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== 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();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// Finish drawing
|
|
[BeginAction("finishdraw")]
|
|
private 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--;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
#region ================== Helper classes
|
|
|
|
internal struct SectorProperties
|
|
{
|
|
public int FloorHeight;
|
|
public int CeilingHeight;
|
|
public int Brightness;
|
|
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();
|
|
|
|
if(ld.Back != null)
|
|
{
|
|
SectorProperties.CeilingHeight = ld.Back.Sector.CeilHeight;
|
|
SectorProperties.FloorHeight = ld.Back.Sector.FloorHeight;
|
|
SectorProperties.Brightness = ld.Back.Sector.Brightness;
|
|
SectorProperties.HighTexture = ld.Back.HighTexture != "-" ? ld.Back.HighTexture : ld.Back.MiddleTexture;
|
|
SectorProperties.LowTexture = ld.Back.LowTexture != "-" ? ld.Back.LowTexture : ld.Back.MiddleTexture;
|
|
}
|
|
else if(ld.Front != null)
|
|
{
|
|
SectorProperties.CeilingHeight = ld.Front.Sector.CeilHeight;
|
|
SectorProperties.FloorHeight = ld.Front.Sector.FloorHeight;
|
|
SectorProperties.Brightness = ld.Front.Sector.Brightness;
|
|
SectorProperties.HighTexture = ld.Front.HighTexture != "-" ? ld.Front.HighTexture : ld.Front.MiddleTexture;
|
|
SectorProperties.LowTexture = ld.Front.LowTexture != "-" ? ld.Front.LowTexture : ld.Front.MiddleTexture;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|