mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 13:51:40 +00:00
361 lines
9.7 KiB
C#
361 lines
9.7 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using System.Windows.Forms;
|
|
using CodeImp.DoomBuilder.BuilderModes;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Map;
|
|
|
|
namespace CodeImp.DoomBuilder.VisualModes
|
|
{
|
|
/// <summary>
|
|
/// Stores the normalized angle (clockwise from the vertex) and if the original line's front points in a clockwise or counter clockwise direction
|
|
/// </summary>
|
|
internal struct LineAngleInfo
|
|
{
|
|
public double angle;
|
|
public bool clockwise;
|
|
|
|
public LineAngleInfo(Linedef ld, Vertex v, Sector s)
|
|
{
|
|
Line2D line;
|
|
|
|
if (ld.Start == v)
|
|
{
|
|
line = ld.Line;
|
|
clockwise = true;
|
|
}
|
|
else
|
|
{
|
|
line = new Line2D(ld.End.Position, ld.Start.Position);
|
|
clockwise = false;
|
|
}
|
|
|
|
angle = line.GetAngle();
|
|
|
|
if (ld.Front.Sector != s)
|
|
clockwise = !clockwise;
|
|
}
|
|
}
|
|
|
|
internal class VisualVertexSlope : BaseVisualSlope
|
|
{
|
|
#region ================== Variables
|
|
|
|
private readonly Vertex vertex;
|
|
private readonly Sector sector;
|
|
private double angle;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public Vertex Vertex { get { return vertex; } }
|
|
public Sector Sector { get { return sector; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
public VisualVertexSlope(BaseVisualMode mode, SectorLevel level, Vertex vertex, Sector sector, bool up) : base(mode, level, up)
|
|
{
|
|
this.vertex = vertex;
|
|
this.sector = sector;
|
|
|
|
type = VisualSlopeType.Vertex;
|
|
|
|
ComputeAngle();
|
|
|
|
Update();
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
private void ComputeAngle()
|
|
{
|
|
List<LineAngleInfo> lines = new List<LineAngleInfo>();
|
|
List<double> angles = new List<double>();
|
|
|
|
// Get all lines that we have to take into account. Ignore linedefs where both sides
|
|
// don't belong to the sector or don't belong to the sector
|
|
foreach (Linedef ld in vertex.Linedefs)
|
|
{
|
|
if (ld.IsDisposed)
|
|
continue;
|
|
else
|
|
{
|
|
bool frontsame = false;
|
|
bool backsame = false;
|
|
|
|
if (ld.Front != null && ld.Front.Sector == sector)
|
|
frontsame = true;
|
|
|
|
if (ld.Back != null && ld.Back.Sector == sector)
|
|
backsame = true;
|
|
|
|
if (frontsame == backsame)
|
|
continue;
|
|
}
|
|
|
|
lines.Add(new LineAngleInfo(ld, vertex, sector));
|
|
}
|
|
|
|
// Special case handling
|
|
if (lines.Count < 2)
|
|
{
|
|
if (vertex.Linedefs.Count == 1)
|
|
{
|
|
angle = vertex.Linedefs.First().Angle + Angle2D.PIHALF;
|
|
return;
|
|
}
|
|
|
|
angle = 0.0;
|
|
return;
|
|
}
|
|
|
|
// Sort lines by their normalized angle
|
|
lines.Sort((a, b) => a.angle.CompareTo(b.angle));
|
|
|
|
// Get the other line we want to compute the angle between
|
|
int other = 1;
|
|
if (!lines[0].clockwise)
|
|
other = lines.Count - 1;
|
|
|
|
Vector2D v1 = Vector2D.FromAngle(lines[0].angle);
|
|
Vector2D v2 = Vector2D.FromAngle(lines[other].angle);
|
|
|
|
angle = lines[0].angle + (Math.Atan2(v2.y, v2.x) - Math.Atan2(v1.y, v1.x)) / 2.0;
|
|
|
|
// If the first line is going clockwise we have to add 180°
|
|
if (lines[0].clockwise)
|
|
angle += Angle2D.PI;
|
|
|
|
// Add 90° to get it in line with Doom's angles
|
|
angle += Angle2D.PIHALF;
|
|
|
|
// Also need to modify the angle for ceilings
|
|
if (level.type == SectorLevelType.Ceiling)
|
|
angle += Angle2D.PI;
|
|
|
|
angle = Angle2D.Normalized(angle);
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
plane = new Plane(level.plane.Normal, level.plane.Offset - 0.1f);
|
|
|
|
if (!up)
|
|
plane = plane.GetInverted();
|
|
|
|
UpdatePosition();
|
|
}
|
|
|
|
public void UpdatePosition()
|
|
{
|
|
Vector2D av = Vector2D.FromAngle(angle);
|
|
|
|
SetPosition(new Line2D(vertex.Position, vertex.Position + av), level.plane);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds a slope handle to pivot around. It takes the vertex that's furthest away from the given handle
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override VisualSlope GetSmartPivotHandle()
|
|
{
|
|
List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
|
|
|
|
// Special handling for triangular sectors
|
|
if (selectedsectors.Count == 0 && BuilderPlug.Me.UseOppositeSmartPivotHandle && sector.Sidedefs.Count == 3)
|
|
{
|
|
foreach (VisualSidedefSlope vss in mode.SidedefSlopeHandles[sector])
|
|
{
|
|
if (vss.Level == level && !(vss.Sidedef.Line.Start == vertex || vss.Sidedef.Line.End == vertex))
|
|
return vss;
|
|
}
|
|
}
|
|
|
|
VisualSlope handle = this;
|
|
List<VisualVertexSlope> potentialhandles = new List<VisualVertexSlope>();
|
|
|
|
if (selectedsectors.Count == 0)
|
|
{
|
|
// No sectors selected, so find all handles that belong to the same level
|
|
foreach (VisualVertexSlope checkhandle in mode.VertexSlopeHandles[sector])
|
|
{
|
|
if (checkhandle != this && checkhandle.Level == level)
|
|
potentialhandles.Add(checkhandle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Sectors are selected, get all handles from those sectors that have the same level
|
|
HashSet<Sector> sectors = new HashSet<Sector>();
|
|
|
|
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
|
|
sectors.Add(bvgs.Sector.Sector);
|
|
|
|
foreach (Sector s in sectors)
|
|
foreach (VisualVertexSlope checkhandle in mode.VertexSlopeHandles[s])
|
|
{
|
|
if (checkhandle != this)
|
|
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
|
|
if (bvgs.Level == checkhandle.Level)
|
|
potentialhandles.Add(checkhandle);
|
|
}
|
|
}
|
|
|
|
handle = potentialhandles.OrderByDescending(h => Vector2D.Distance(h.Vertex.Position, vertex.Position)).First();
|
|
|
|
if (handle == this)
|
|
return null;
|
|
|
|
return handle;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should reject
|
|
/// as fast as possible to rule out all geometry that certainly does not touch the line.
|
|
/// </summary>
|
|
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
|
|
{
|
|
if (vertex.IsDisposed || sector.IsDisposed)
|
|
return false;
|
|
|
|
RectangleF bbox = sector.BBox;
|
|
|
|
if ((up && plane.Distance(from) > 0.0f) || (!up && plane.Distance(from) < 0.0f))
|
|
{
|
|
if (plane.GetIntersection(from, to, ref pickrayu))
|
|
{
|
|
if (pickrayu > 0.0f)
|
|
{
|
|
pickintersect = from + (to - from) * pickrayu;
|
|
|
|
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
|
|
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should perform
|
|
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
|
|
/// </summary>
|
|
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
|
|
{
|
|
u_ray = pickrayu;
|
|
|
|
Sidedef sd = MapSet.NearestSidedef(sector.Sidedefs, pickintersect);
|
|
Vertex v = MapSet.NearestVertex(new Vertex[] { sd.Line.Start, sd.Line.End }, pickintersect);
|
|
if (v == vertex)
|
|
{
|
|
double side = sd.Line.SideOfLine(pickintersect);
|
|
|
|
if ((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the pivor point for this slope handle
|
|
/// </summary>
|
|
/// <returns>The pivot point as Vector3D</returns>
|
|
public override Vector3D GetPivotPoint()
|
|
{
|
|
return new Vector3D(vertex.Position, level.plane.GetZ(vertex.Position));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override void OnChangeTargetHeight(int amount)
|
|
{
|
|
VisualSlope pivothandle = null;
|
|
List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
|
|
List<SectorLevel> levels = new List<SectorLevel>();
|
|
|
|
if (selectedsectors.Count == 0)
|
|
levels.Add(level);
|
|
else
|
|
{
|
|
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
|
|
levels.Add(bvgs.Level);
|
|
|
|
if (!levels.Contains(level))
|
|
levels.Add(level);
|
|
}
|
|
|
|
// Try to find a slope handle the user set to be the pivot handle
|
|
// TODO: doing this every time is kind of stupid. Maybe store the pivot handle in the mode?
|
|
foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in mode.AllSlopeHandles)
|
|
{
|
|
foreach (VisualSlope handle in kvp.Value)
|
|
{
|
|
if (handle.Pivot)
|
|
{
|
|
pivothandle = handle;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// User didn't set a pivot handle, try to find the smart pivot handle
|
|
if (pivothandle == null)
|
|
pivothandle = GetSmartPivotHandle();
|
|
|
|
// Still no pivot handle, cancle
|
|
if (pivothandle == null)
|
|
return;
|
|
|
|
mode.CreateUndo("Change slope");
|
|
|
|
Plane originalplane = level.plane;
|
|
|
|
Vector3D p1, p2, p3;
|
|
|
|
if (pivothandle is VisualVertexSlope)
|
|
{
|
|
// Build a new plane. Since we only got 2 points (the pivot point of the pivot handle and the vertex slope vertex) we need
|
|
// to create a third point. That's done by getting the perpendicular of the line between the aforementioned 2 points, then
|
|
// add the perpendicular to the vertex position of the vertex slope vertex
|
|
p3 = pivothandle.GetPivotPoint();
|
|
Vector2D perp = new Line2D(vertex.Position, p3).GetPerpendicular();
|
|
|
|
p1 = new Vector3D(vertex.Position, originalplane.GetZ(vertex.Position) + amount);
|
|
p2 = new Vector3D(vertex.Position + perp, originalplane.GetZ(vertex.Position + perp) + amount);
|
|
}
|
|
else // VisualSidedefSlope
|
|
{
|
|
List<Vector3D> pivotpoints = ((VisualSidedefSlope)pivothandle).GetPivotPoints();
|
|
p1 = new Vector3D(vertex.Position, originalplane.GetZ(vertex.Position) + amount);
|
|
p2 = pivotpoints[0];
|
|
p3 = pivotpoints[1];
|
|
}
|
|
|
|
Plane plane = new Plane(p1, p2, p3, true);
|
|
|
|
// Apply slope to surfaces
|
|
foreach (SectorLevel l in levels)
|
|
VisualSidedefSlope.ApplySlope(l, plane, mode);
|
|
|
|
mode.SetActionResult("Changed slope.");
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|