mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
5e59c38da6
Fixed: Randomize Sectors, UDMF: vertex height changes were not undone properly after using the mode (I broke it in r2101). Fixed: Randomize Sectors: floor/ceiling textures can not be used as lower/upper textures when "MixTexturesAndFlats" is disabled. In this case the corresponding option is now changed to "Use default texture".
785 lines
26 KiB
C#
785 lines
26 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Windows.Forms;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderEffects
|
|
{
|
|
public partial class JitterSectorsForm : DelayedForm
|
|
{
|
|
private readonly string editingModeName;
|
|
private readonly List<VisualSector> visualSectors;
|
|
private readonly List<VisualVertexPair> visualVerts;
|
|
private readonly TranslationOffsetVertexData[] vertexData;
|
|
private readonly List<SectorData> sectorData;
|
|
private readonly List<SidedefData> sidedefData;
|
|
private readonly int MaxSafeDistance;
|
|
private readonly int MaxSafeHeightDistance;
|
|
|
|
//settings
|
|
private static bool keepExistingSideTextures = true;
|
|
private static bool useFloorVertexHeights;
|
|
private static bool useCeilingVertexHeights;
|
|
|
|
private struct TranslationOffsetVertexData
|
|
{
|
|
public Vertex Vertex;
|
|
public Vector2D InitialPosition;
|
|
public int SafeDistance;
|
|
public float JitterAngle;
|
|
}
|
|
|
|
private struct HeightOffsetVertexData
|
|
{
|
|
public Vertex Vertex;
|
|
public float InitialFloorHeight;
|
|
public float InitialCeilingHeight;
|
|
public float ZFloor;
|
|
public float ZCeiling;
|
|
public float JitterFloorHeight;
|
|
public float JitterCeilingHeight;
|
|
}
|
|
|
|
private struct SectorData
|
|
{
|
|
public Sector Sector;
|
|
public HeightOffsetVertexData[] Verts;
|
|
public int InitialCeilingHeight;
|
|
public int InitialFloorHeight;
|
|
public int SafeDistance;
|
|
public float JitterFloorHeight;
|
|
public float JitterCeilingHeight;
|
|
public bool Triangular;
|
|
}
|
|
|
|
private struct SidedefData
|
|
{
|
|
public Sidedef Side;
|
|
public string HighTexture;
|
|
public string OtherLowTexture;
|
|
public string OtherHighTexture;
|
|
public string LowTexture;
|
|
public bool PegTop;
|
|
public bool PegBottom;
|
|
public bool UpdateTextureOnOtherSide;
|
|
}
|
|
|
|
public JitterSectorsForm(string editingModeName) {
|
|
this.editingModeName = editingModeName;
|
|
|
|
InitializeComponent();
|
|
|
|
//get selection
|
|
List<Vertex> verts = new List<Vertex>();
|
|
List<Sector> sectors = new List<Sector>();
|
|
|
|
if(editingModeName == "BaseVisualMode") {
|
|
VisualMode vm = (VisualMode)General.Editing.Mode;
|
|
List<VisualGeometry> visualGeometry = vm.GetSelectedSurfaces();
|
|
visualSectors = new List<VisualSector>();
|
|
|
|
//get selected visual and regular sectors
|
|
foreach(VisualGeometry vg in visualGeometry) {
|
|
if(vg.GeometryType != VisualGeometryType.CEILING && vg.GeometryType != VisualGeometryType.FLOOR)
|
|
continue;
|
|
|
|
if(vg.Sector != null && vg.Sector.Sector != null) {
|
|
foreach(Sidedef sd in vg.Sector.Sector.Sidedefs) {
|
|
if(!verts.Contains(sd.Line.Start))
|
|
verts.Add(sd.Line.Start);
|
|
if(!verts.Contains(sd.Line.End))
|
|
verts.Add(sd.Line.End);
|
|
}
|
|
|
|
sectors.Add(vg.Sector.Sector);
|
|
visualSectors.Add(vg.Sector);
|
|
}
|
|
}
|
|
|
|
//also get visual sectors around selected ones (because they also may be affected)
|
|
List<Vertex> affectedVerts = new List<Vertex>();
|
|
|
|
foreach(Sector s in sectors) {
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!affectedVerts.Contains(sd.Line.Start))
|
|
affectedVerts.Add(sd.Line.Start);
|
|
if(!affectedVerts.Contains(sd.Line.End))
|
|
affectedVerts.Add(sd.Line.End);
|
|
}
|
|
}
|
|
|
|
List<Sector> affectedSectors = new List<Sector>();
|
|
foreach(Vertex v in affectedVerts) {
|
|
foreach(Linedef l in v.Linedefs) {
|
|
if(l.Front != null && !sectors.Contains(l.Front.Sector) && !affectedSectors.Contains(l.Front.Sector) && vm.VisualSectorExists(l.Front.Sector)) {
|
|
visualSectors.Add(vm.GetVisualSector(l.Front.Sector));
|
|
affectedSectors.Add(l.Front.Sector);
|
|
}
|
|
if(l.Back != null && !sectors.Contains(l.Back.Sector) && !affectedSectors.Contains(l.Back.Sector) && vm.VisualSectorExists(l.Back.Sector)) {
|
|
visualSectors.Add(vm.GetVisualSector(l.Back.Sector));
|
|
affectedSectors.Add(l.Back.Sector);
|
|
}
|
|
}
|
|
}
|
|
|
|
visualVerts = new List<VisualVertexPair>();
|
|
foreach (Vertex vert in affectedVerts)
|
|
{
|
|
if(vm.VisualVertices.ContainsKey(vert)) visualVerts.Add(vm.VisualVertices[vert]);
|
|
}
|
|
|
|
} else if(editingModeName == "SectorsMode") {
|
|
ICollection<Sector> list = General.Map.Map.GetSelectedSectors(true);
|
|
|
|
foreach(Sector s in list) {
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!verts.Contains(sd.Line.Start))
|
|
verts.Add(sd.Line.Start);
|
|
if(!verts.Contains(sd.Line.End))
|
|
verts.Add(sd.Line.End);
|
|
}
|
|
sectors.Add(s);
|
|
}
|
|
|
|
}
|
|
|
|
if(verts.Count == 0 || sectors.Count == 0) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get sectors from selection!");
|
|
return;
|
|
}
|
|
|
|
//create undo
|
|
General.Map.UndoRedo.ClearAllRedos();
|
|
General.Map.UndoRedo.CreateUndo("Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector"));
|
|
|
|
//update window header
|
|
this.Text = "Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector");
|
|
|
|
//store intial properties
|
|
//process verts...
|
|
Dictionary<Vertex, TranslationOffsetVertexData> data = new Dictionary<Vertex, TranslationOffsetVertexData>();
|
|
|
|
foreach(Vertex v in verts) {
|
|
TranslationOffsetVertexData vd = new TranslationOffsetVertexData();
|
|
vd.Vertex = v;
|
|
vd.InitialPosition = v.Position;
|
|
data.Add(v, vd);
|
|
}
|
|
|
|
foreach(Vertex v in verts) {
|
|
if(v.Linedefs == null) continue;
|
|
|
|
//get nearest linedef
|
|
Linedef closestLine = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all linedefs in selection
|
|
foreach(Linedef l in General.Map.Map.Linedefs) {
|
|
if(v.Linedefs.Contains(l)) continue;
|
|
|
|
// Calculate distance and check if closer than previous find
|
|
float d = l.SafeDistanceToSq(v.Position, true);
|
|
if(d < distance) {
|
|
// This one is closer
|
|
closestLine = l;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
if(closestLine == null) continue;
|
|
|
|
float closestLineDistance = Vector2D.Distance(v.Position, closestLine.NearestOnLine(v.Position));
|
|
|
|
//check SafeDistance of closest line
|
|
if(data.ContainsKey(closestLine.Start) && data[closestLine.Start].SafeDistance > closestLineDistance) {
|
|
TranslationOffsetVertexData vd = data[closestLine.Start];
|
|
vd.SafeDistance = (int)Math.Floor(closestLineDistance);
|
|
data[closestLine.Start] = vd;
|
|
}
|
|
if(data.ContainsKey(closestLine.End) && data[closestLine.End].SafeDistance > closestLineDistance) {
|
|
TranslationOffsetVertexData vd = data[closestLine.End];
|
|
vd.SafeDistance = (int)Math.Floor(closestLineDistance);
|
|
data[closestLine.End] = vd;
|
|
}
|
|
|
|
//save SafeDistance
|
|
int dist = (int)Math.Floor(closestLineDistance);
|
|
if(data[v].SafeDistance == 0 || data[v].SafeDistance > dist) {
|
|
TranslationOffsetVertexData vd = data[v];
|
|
vd.SafeDistance = dist;
|
|
data[v] = vd;
|
|
}
|
|
}
|
|
|
|
//store properties
|
|
vertexData = new TranslationOffsetVertexData[data.Values.Count];
|
|
data.Values.CopyTo(vertexData, 0);
|
|
|
|
for(int i = 0; i < data.Count; i++) {
|
|
if(vertexData[i].SafeDistance > 0)
|
|
vertexData[i].SafeDistance /= 2;
|
|
if(MaxSafeDistance < vertexData[i].SafeDistance)
|
|
MaxSafeDistance = vertexData[i].SafeDistance;
|
|
}
|
|
|
|
//process sectors and linedes
|
|
sectorData = new List<SectorData>();
|
|
sidedefData = new List<SidedefData>();
|
|
|
|
foreach(Sector s in sectors){
|
|
SectorData sd = new SectorData();
|
|
|
|
sd.Sector = s;
|
|
sd.InitialCeilingHeight = s.CeilHeight;
|
|
sd.InitialFloorHeight = s.FloorHeight;
|
|
sd.Triangular = General.Map.UDMF && s.Sidedefs.Count == 3;
|
|
if (sd.Triangular)
|
|
{
|
|
Vertex[] sectorverts = GetSectorVerts(s);
|
|
sd.Verts = new HeightOffsetVertexData[sectorverts.Length];
|
|
for(int i = 0; i < sectorverts.Length; i++)
|
|
{
|
|
HeightOffsetVertexData vd = new HeightOffsetVertexData();
|
|
vd.Vertex = sectorverts[i];
|
|
vd.ZFloor = sectorverts[i].ZFloor;
|
|
vd.ZCeiling = sectorverts[i].ZCeiling;
|
|
vd.InitialFloorHeight = float.IsNaN(vd.ZFloor) ? GetHighestFloor(sectorverts[i]) : sectorverts[i].ZFloor;
|
|
vd.InitialCeilingHeight = float.IsNaN(vd.ZCeiling) ? GetLowestCeiling(sectorverts[i]) : sectorverts[i].ZCeiling;
|
|
|
|
sd.Verts[i] = vd;
|
|
}
|
|
}
|
|
sd.SafeDistance = (s.CeilHeight - s.FloorHeight) / 2;
|
|
if(sd.SafeDistance > MaxSafeHeightDistance) MaxSafeHeightDistance = sd.SafeDistance;
|
|
sectorData.Add(sd);
|
|
|
|
foreach(Sidedef side in s.Sidedefs) {
|
|
//store initial sidedef properties
|
|
SidedefData sdd = new SidedefData();
|
|
|
|
sdd.Side = side;
|
|
sdd.LowTexture = side.LowTexture;
|
|
sdd.HighTexture = side.HighTexture;
|
|
sdd.PegBottom = side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
|
|
sdd.PegTop = side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag);
|
|
|
|
if(side.Other != null && !sectors.Contains(side.Other.Sector)) {
|
|
sdd.UpdateTextureOnOtherSide = true;
|
|
sdd.OtherHighTexture = side.Other.HighTexture;
|
|
sdd.OtherLowTexture = side.Other.LowTexture;
|
|
}
|
|
|
|
sidedefData.Add(sdd);
|
|
}
|
|
}
|
|
|
|
positionJitterAmmount.Maximum = MaxSafeDistance;
|
|
floorHeightAmmount.Maximum = MaxSafeHeightDistance;
|
|
ceilingHeightAmmount.Maximum = MaxSafeHeightDistance;
|
|
|
|
//set editing settings
|
|
cbKeepExistingTextures.Checked = keepExistingSideTextures;
|
|
if (General.Map.UDMF) {
|
|
cbUseFloorVertexHeights.Checked = useFloorVertexHeights;
|
|
cbUseCeilingVertexHeights.Checked = useCeilingVertexHeights;
|
|
} else {
|
|
useFloorVertexHeights = false;
|
|
cbUseFloorVertexHeights.Checked = false;
|
|
cbUseFloorVertexHeights.Enabled = false;
|
|
|
|
useCeilingVertexHeights = false;
|
|
cbUseCeilingVertexHeights.Checked = false;
|
|
cbUseCeilingVertexHeights.Enabled = false;
|
|
}
|
|
|
|
//texture pickers
|
|
textureLower.Initialize();
|
|
textureUpper.Initialize();
|
|
|
|
//We can't use floor/ceiling textures when MixTexturesFlats is disabled
|
|
if (General.Map.Config.MixTexturesFlats)
|
|
{
|
|
textureLower.TextureName = General.Settings.DefaultFloorTexture;
|
|
textureUpper.TextureName = General.Settings.DefaultCeilingTexture;
|
|
}
|
|
else
|
|
{
|
|
textureLower.TextureName = General.Settings.DefaultTexture;
|
|
textureUpper.TextureName = General.Settings.DefaultTexture;
|
|
cbUpperTexStyle.Items[1] = "Use default texture";
|
|
cbLowerTexStyle.Items[1] = "Use default texture";
|
|
}
|
|
|
|
cbUpperTexStyle.SelectedIndex = 0;
|
|
cbLowerTexStyle.SelectedIndex = 0;
|
|
updateTextureSelectors(); //update interface
|
|
|
|
//create random values
|
|
updateAngles();
|
|
updateFloorHeights();
|
|
updateCeilingHeights();
|
|
}
|
|
|
|
private float GetLowestCeiling(Vertex v) {
|
|
if (v.Linedefs.Count == 0) return float.NaN;
|
|
List<Sector> sectors = GetSectors(v);
|
|
if (sectors.Count == 0) return float.NaN;
|
|
|
|
float target = sectors[0].CeilHeight;
|
|
for(int i = 1; i < sectors.Count; i++) {
|
|
if(target > sectors[i].CeilHeight && sectors[i].Sidedefs.Count == 3)
|
|
target = sectors[i].CeilHeight;
|
|
}
|
|
|
|
return target;
|
|
}
|
|
|
|
private float GetHighestFloor(Vertex v) {
|
|
if(v.Linedefs.Count == 0) return float.NaN;
|
|
List<Sector> sectors = GetSectors(v);
|
|
if(sectors.Count == 0) return float.NaN;
|
|
|
|
float target = sectors[0].FloorHeight;
|
|
for(int i = 1; i < sectors.Count; i++) {
|
|
if(target < sectors[i].FloorHeight && sectors[i].Sidedefs.Count == 3)
|
|
target = sectors[i].FloorHeight;
|
|
}
|
|
|
|
return target;
|
|
}
|
|
|
|
private List<Sector> GetSectors(Vertex v) {
|
|
List<Sector> result = new List<Sector>();
|
|
foreach (Linedef l in v.Linedefs) {
|
|
if(l.Front != null && l.Front.Sector != null && !result.Contains(l.Front.Sector))
|
|
result.Add(l.Front.Sector);
|
|
if(l.Back != null && l.Back.Sector != null && !result.Contains(l.Back.Sector))
|
|
result.Add(l.Back.Sector);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
private Vertex[] GetSectorVerts(Sector s) {
|
|
List<Vertex> result = new List<Vertex>();
|
|
foreach (Sidedef side in s.Sidedefs) {
|
|
if(side.Line == null) continue;
|
|
if(!result.Contains(side.Line.Start)) result.Add(side.Line.Start);
|
|
if(!result.Contains(side.Line.End)) result.Add(side.Line.End);
|
|
}
|
|
|
|
return result.ToArray();
|
|
}
|
|
|
|
//utility
|
|
private void applyTranslationJitter(int ammount) {
|
|
int curAmmount;
|
|
|
|
for(int i = 0; i < vertexData.Length; i++) {
|
|
curAmmount = ammount > vertexData[i].SafeDistance ? vertexData[i].SafeDistance : ammount;
|
|
vertexData[i].Vertex.Move(new Vector2D(vertexData[i].InitialPosition.x + (int)(Math.Sin(vertexData[i].JitterAngle) * curAmmount), vertexData[i].InitialPosition.y + (int)(Math.Cos(vertexData[i].JitterAngle) * curAmmount)));
|
|
}
|
|
|
|
//update view
|
|
if(editingModeName == "BaseVisualMode") {
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
updateVisualGeometry();
|
|
} else {
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
private void applyCeilingHeightJitter(int ammount) {
|
|
int curAmmount;
|
|
|
|
for(int i = 0; i < sectorData.Count; i++) {
|
|
curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
|
|
|
|
if (sectorData[i].Triangular && useCeilingVertexHeights) {
|
|
foreach(HeightOffsetVertexData vd in sectorData[i].Verts) {
|
|
vd.Vertex.ZCeiling = vd.InitialCeilingHeight + (float)Math.Floor(curAmmount * vd.JitterCeilingHeight);
|
|
}
|
|
} else {
|
|
sectorData[i].Sector.CeilHeight = sectorData[i].InitialCeilingHeight - (int) Math.Floor(curAmmount * sectorData[i].JitterCeilingHeight);
|
|
}
|
|
}
|
|
|
|
//update view
|
|
if(editingModeName == "BaseVisualMode") {
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
updateVisualGeometry();
|
|
}
|
|
|
|
updateUpperTextures(cbUpperTexStyle.SelectedIndex, false);
|
|
}
|
|
|
|
private void applyFloorHeightJitter(int ammount) {
|
|
int curAmmount;
|
|
|
|
for(int i = 0; i < sectorData.Count; i++) {
|
|
curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
|
|
|
|
if (sectorData[i].Triangular && useFloorVertexHeights) {
|
|
foreach(HeightOffsetVertexData vd in sectorData[i].Verts) {
|
|
vd.Vertex.ZFloor = vd.InitialFloorHeight + (float)Math.Floor(curAmmount * vd.JitterFloorHeight);
|
|
}
|
|
} else {
|
|
sectorData[i].Sector.FloorHeight = sectorData[i].InitialFloorHeight + (int) Math.Floor(curAmmount * sectorData[i].JitterFloorHeight);
|
|
}
|
|
}
|
|
|
|
//update view
|
|
if(editingModeName == "BaseVisualMode") {
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
updateVisualGeometry();
|
|
}
|
|
|
|
updateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
|
|
}
|
|
|
|
private void updateVisualGeometry() {
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorGeometry(true);
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
|
|
foreach (VisualVertexPair pair in visualVerts)
|
|
{
|
|
pair.Changed = true;
|
|
pair.Update();
|
|
}
|
|
}
|
|
|
|
private void updateTextureSelectors() {
|
|
cbLowerTexStyle.Enabled = floorHeightAmmount.Value > 0;
|
|
cbUpperTexStyle.Enabled = ceilingHeightAmmount.Value > 0;
|
|
gbLowerTexture.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex > 0;
|
|
gbUpperTexture.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex > 0;
|
|
textureLower.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex == 2;
|
|
textureUpper.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex == 2;
|
|
}
|
|
|
|
private void updateUpperTextures(int index, bool updateGeometry)
|
|
{
|
|
if(index == -1) return;
|
|
|
|
if(index == 0)
|
|
{ //revert
|
|
foreach(SidedefData sd in sidedefData)
|
|
setUpperTexture(sd, sd.HighTexture);
|
|
}
|
|
else if(index == 1) //use ceiling or default texture
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
if(sd.Side.Sector != null)
|
|
{
|
|
if (sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) setUpperTexture(sd, sd.Side.Sector.CeilTexture, sd.Side.Other.Sector.CeilTexture);
|
|
else setUpperTexture(sd, sd.Side.Sector.CeilTexture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(SidedefData sd in sidedefData) setUpperTexture(sd, General.Settings.DefaultTexture);
|
|
}
|
|
}
|
|
else if(index == 2) //use given texture
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
setUpperTexture(sd, textureUpper.TextureName);
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
if(updateGeometry && editingModeName == "BaseVisualMode") updateVisualGeometry();
|
|
}
|
|
|
|
private void updateLowerTextures(int index, bool updateGeometry)
|
|
{
|
|
if(index == -1) return;
|
|
|
|
if(index == 0)
|
|
{ //revert
|
|
foreach(SidedefData sd in sidedefData)
|
|
setLowerTexture(sd, sd.LowTexture);
|
|
}
|
|
else if(index == 1) //use floor or default texture
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
if(sd.Side.Sector != null)
|
|
{
|
|
if (sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) setLowerTexture(sd, sd.Side.Sector.FloorTexture, sd.Side.Other.Sector.FloorTexture);
|
|
else setLowerTexture(sd, sd.Side.Sector.FloorTexture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (SidedefData sd in sidedefData) setLowerTexture(sd, General.Settings.DefaultTexture);
|
|
}
|
|
}
|
|
else if(index == 2) //use given texture
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
setLowerTexture(sd, textureLower.TextureName);
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
if(updateGeometry && editingModeName == "BaseVisualMode") updateVisualGeometry();
|
|
}
|
|
|
|
//set textures
|
|
private void setUpperTexture(SidedefData sd, string textureName) {
|
|
setUpperTexture(sd, textureName, textureName);
|
|
}
|
|
|
|
private static void setUpperTexture(SidedefData sd, string textureName, string otherTextureName) {
|
|
if(!keepExistingSideTextures || string.IsNullOrEmpty(sd.HighTexture) || sd.HighTexture == "-")
|
|
sd.Side.SetTextureHigh(textureName);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!keepExistingSideTextures || string.IsNullOrEmpty(sd.OtherHighTexture) || sd.OtherHighTexture == "-"))
|
|
sd.Side.Other.SetTextureHigh(otherTextureName);
|
|
}
|
|
|
|
private void setLowerTexture(SidedefData sd, string textureName) {
|
|
setLowerTexture(sd, textureName, textureName);
|
|
}
|
|
|
|
private static void setLowerTexture(SidedefData sd, string textureName, string otherTextureName) {
|
|
if(!keepExistingSideTextures || string.IsNullOrEmpty(sd.LowTexture) || sd.LowTexture == "-")
|
|
sd.Side.SetTextureLow(textureName);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!keepExistingSideTextures || string.IsNullOrEmpty(sd.OtherLowTexture) || sd.OtherLowTexture == "-"))
|
|
sd.Side.Other.SetTextureLow(otherTextureName);
|
|
}
|
|
|
|
//jitter generation
|
|
private void updateAngles() {
|
|
for(int i = 0; i < vertexData.Length; i++) {
|
|
TranslationOffsetVertexData vd = vertexData[i];
|
|
vd.JitterAngle = (float)(General.Random(0, 359) * Math.PI / 180f);
|
|
vertexData[i] = vd;
|
|
}
|
|
}
|
|
|
|
private void updateFloorHeights() {
|
|
for(int i = 0; i < sectorData.Count; i++) {
|
|
SectorData sd = sectorData[i];
|
|
|
|
if (sd.Triangular) {
|
|
for(int c = 0; c < 3; c++) {
|
|
HeightOffsetVertexData vd = sd.Verts[c];
|
|
vd.JitterFloorHeight = General.Random(-100, 100) / 100f;
|
|
sd.Verts[c] = vd;
|
|
}
|
|
}
|
|
|
|
sd.JitterFloorHeight = General.Random(-100, 100) / 100f;
|
|
sectorData[i] = sd;
|
|
}
|
|
}
|
|
|
|
private void updateCeilingHeights() {
|
|
for(int i = 0; i < sectorData.Count; i++) {
|
|
SectorData sd = sectorData[i];
|
|
|
|
if(sd.Triangular) {
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
HeightOffsetVertexData vd = sd.Verts[c];
|
|
vd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
|
|
sd.Verts[c] = vd;
|
|
}
|
|
}
|
|
|
|
sd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
|
|
sectorData[i] = sd;
|
|
}
|
|
}
|
|
|
|
//EVENTS
|
|
private void bApply_Click(object sender, EventArgs e) {
|
|
// Clean unused sidedef textures
|
|
foreach(SidedefData sd in sidedefData) {
|
|
sd.Side.RemoveUnneededTextures(false);
|
|
|
|
if(sd.UpdateTextureOnOtherSide)
|
|
sd.Side.Other.RemoveUnneededTextures(false);
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Clear selection
|
|
General.Actions.InvokeAction("builder_clearselection");
|
|
|
|
this.DialogResult = DialogResult.OK;
|
|
Close();
|
|
}
|
|
|
|
private void bCancel_Click(object sender, EventArgs e) {
|
|
this.DialogResult = DialogResult.Cancel;
|
|
Close();
|
|
}
|
|
|
|
private void JitterSectorsForm_FormClosing(object sender, FormClosingEventArgs e) {
|
|
if(this.DialogResult == DialogResult.Cancel)
|
|
General.Map.UndoRedo.WithdrawUndo(); //undo changes
|
|
}
|
|
|
|
private void positionJitterAmmount_OnValueChanging(object sender, EventArgs e) {
|
|
applyTranslationJitter(positionJitterAmmount.Value);
|
|
}
|
|
|
|
private void ceilingHeightAmmount_OnValueChanging(object sender, EventArgs e) {
|
|
applyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
private void floorHeightAmmount_OnValueChanging(object sender, EventArgs e) {
|
|
applyFloorHeightJitter(floorHeightAmmount.Value);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
private void cbKeepExistingTextures_CheckedChanged(object sender, EventArgs e) {
|
|
keepExistingSideTextures = cbKeepExistingTextures.Checked;
|
|
|
|
//revert possible changes
|
|
if(keepExistingSideTextures) {
|
|
foreach(SidedefData sd in sidedefData) {
|
|
if(!string.IsNullOrEmpty(sd.HighTexture))
|
|
sd.Side.SetTextureHigh(sd.HighTexture);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && !string.IsNullOrEmpty(sd.OtherHighTexture))
|
|
sd.Side.Other.SetTextureHigh(sd.OtherHighTexture);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode") updateVisualGeometry();
|
|
} else {
|
|
updateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
|
|
updateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
}
|
|
}
|
|
|
|
private void cbUseFloorVertexHeights_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
useFloorVertexHeights = cbUseFloorVertexHeights.Checked;
|
|
|
|
//Reset values?
|
|
if (!useFloorVertexHeights || floorHeightAmmount.Value == 0)
|
|
{
|
|
foreach (SectorData data in sectorData)
|
|
{
|
|
if(!data.Triangular) continue;
|
|
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZFloor = vd.ZFloor;
|
|
}
|
|
}
|
|
|
|
//update changes
|
|
applyFloorHeightJitter(floorHeightAmmount.Value);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
private void cbUseCeilingVertexHeights_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
useCeilingVertexHeights = cbUseCeilingVertexHeights.Checked;
|
|
|
|
//Reset values?
|
|
if(!useCeilingVertexHeights || ceilingHeightAmmount.Value == 0)
|
|
{
|
|
foreach(SectorData data in sectorData)
|
|
{
|
|
if(!data.Triangular) continue;
|
|
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZCeiling = vd.ZCeiling;
|
|
}
|
|
}
|
|
|
|
//update changes
|
|
applyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
//update buttons
|
|
private void bUpdateTranslation_Click(object sender, EventArgs e) {
|
|
updateAngles();
|
|
applyTranslationJitter(positionJitterAmmount.Value);
|
|
}
|
|
|
|
private void bUpdateCeilingHeight_Click(object sender, EventArgs e) {
|
|
updateCeilingHeights();
|
|
applyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
}
|
|
|
|
private void bUpdateFloorHeight_Click(object sender, EventArgs e) {
|
|
updateFloorHeights();
|
|
applyFloorHeightJitter(floorHeightAmmount.Value);
|
|
}
|
|
|
|
//texture pegging
|
|
private void cbPegTop_CheckedChanged(object sender, EventArgs e) {
|
|
if(cbPegTop.Checked) { //apply flag
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
|
|
} else { //revert to initial setting
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, sd.PegTop);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode") {
|
|
General.Map.Data.UpdateUsedTextures();
|
|
updateVisualGeometry();
|
|
}
|
|
}
|
|
|
|
private void cbPegBottom_CheckedChanged(object sender, EventArgs e) {
|
|
if(cbPegBottom.Checked) { //apply flag
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
|
|
} else { //revert to initial setting
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, sd.PegBottom);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode") {
|
|
General.Map.Data.UpdateUsedTextures();
|
|
updateVisualGeometry();
|
|
}
|
|
}
|
|
|
|
//texture pickers
|
|
private void textureLower_OnValueChanged(object sender, EventArgs e) {
|
|
updateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
|
|
}
|
|
|
|
private void textureUpper_OnValueChanged(object sender, EventArgs e) {
|
|
updateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
}
|
|
|
|
//texture style selectors
|
|
private void cbUpperTexStyle_SelectedIndexChanged(object sender, EventArgs e) {
|
|
updateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
private void cbLowerTexStyle_SelectedIndexChanged(object sender, EventArgs e) {
|
|
updateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
|
|
updateTextureSelectors();
|
|
}
|
|
|
|
//HALP!
|
|
private void JitterSectorsForm_HelpRequested(object sender, HelpEventArgs hlpevent) {
|
|
General.ShowHelp("gzdb/features/all_modes/jitter.html");
|
|
hlpevent.Handled = true;
|
|
}
|
|
}
|
|
}
|