mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
8b98ce09c1
- Flipped top/bottom in 3D Floor Mode plugin dialogs to be consistent with the edit sector dialog @ fixed all compiler warnings in 3D Floor Mode plugin
541 lines
16 KiB
C#
541 lines
16 KiB
C#
#region ================== Copyright (c) 2014 Boris Iwanski
|
|
|
|
/*
|
|
* Copyright (c) 2014 Boris Iwanski
|
|
* 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
|
|
|
|
using System;
|
|
using System.Windows.Forms;
|
|
using System.Collections;
|
|
using System.Collections.Specialized;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Drawing;
|
|
using System.Diagnostics;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.Map;
|
|
|
|
namespace CodeImp.DoomBuilder.ThreeDFloorMode
|
|
{
|
|
public class ControlSectorArea
|
|
{
|
|
|
|
#region ================== Enums
|
|
|
|
public enum Highlight
|
|
{
|
|
None,
|
|
OuterLeft,
|
|
OuterRight,
|
|
OuterTop,
|
|
OuterBottom,
|
|
OuterTopLeft,
|
|
OuterTopRight,
|
|
OuterBottomLeft,
|
|
OuterBottomRight,
|
|
Body
|
|
};
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
private RectangleF outerborder;
|
|
private PixelColor bordercolor = new PixelColor(255, 0, 192, 0);
|
|
private PixelColor fillcolor = new PixelColor(128, 0, 128, 0);
|
|
private PixelColor borderhighlightcolor = new PixelColor(255, 0, 192, 0);
|
|
private PixelColor fillhighlightcolor = new PixelColor(128, 0, 192, 0);
|
|
private Dictionary<Highlight, Line2D> lines;
|
|
private Dictionary<Highlight, Vector2D> points;
|
|
private float gridsize;
|
|
private float gridsizeinv;
|
|
private float sectorsize;
|
|
|
|
private float outerleft;
|
|
private float outerright;
|
|
private float outertop;
|
|
private float outerbottom;
|
|
|
|
private bool usecustomtagrange;
|
|
private int firsttag;
|
|
private int lasttag;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public float GridSize { get { return gridsize; } }
|
|
public float SectorSize { get { return sectorsize; } }
|
|
|
|
public RectangleF OuterBorder { get { return outerborder; } }
|
|
|
|
public float OuterLeft
|
|
{
|
|
get { return outerleft; }
|
|
set { outerleft = value; UpdateLinesAndPoints(); }
|
|
}
|
|
|
|
public float OuterRight
|
|
{
|
|
get { return outerright; }
|
|
set { outerright = value; UpdateLinesAndPoints(); }
|
|
}
|
|
|
|
public float OuterTop
|
|
{
|
|
get { return outertop; }
|
|
set { outertop = value; UpdateLinesAndPoints(); }
|
|
}
|
|
|
|
public float OuterBottom
|
|
{
|
|
get { return outerbottom; }
|
|
set { outerbottom = value; UpdateLinesAndPoints(); }
|
|
}
|
|
|
|
public bool UseCustomTagRnage { get { return usecustomtagrange; } set { usecustomtagrange = value; } }
|
|
public int FirstTag { get { return firsttag; } set { firsttag = value; } }
|
|
public int LastTag { get { return lasttag; } set { lasttag = value; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
public ControlSectorArea(float outerleft, float outerright, float outertop, float outerbottom, float gridsize, float sectorsize)
|
|
{
|
|
this.outerleft = outerleft;
|
|
this.outerright = outerright;
|
|
this.outertop = outertop;
|
|
this.outerbottom = outerbottom;
|
|
|
|
lines = new Dictionary<Highlight, Line2D>();
|
|
points = new Dictionary<Highlight, Vector2D>();
|
|
|
|
this.gridsize = gridsize;
|
|
gridsizeinv = 1.0f / gridsize;
|
|
|
|
this.sectorsize = sectorsize;
|
|
|
|
UpdateLinesAndPoints();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
public void UpdateLinesAndPoints()
|
|
{
|
|
lines[Highlight.OuterLeft] = new Line2D(outerleft, outertop, outerleft, outerbottom);
|
|
lines[Highlight.OuterRight] = new Line2D(outerright, outertop, outerright, outerbottom);
|
|
lines[Highlight.OuterTop] = new Line2D(outerleft, outertop, outerright, outertop);
|
|
lines[Highlight.OuterBottom] = new Line2D(outerleft, outerbottom, outerright, outerbottom);
|
|
|
|
points[Highlight.OuterTopLeft] = new Vector2D(outerleft, outertop);
|
|
points[Highlight.OuterTopRight] = new Vector2D(outerright, outertop);
|
|
points[Highlight.OuterBottomLeft] = new Vector2D(outerleft, outerbottom);
|
|
points[Highlight.OuterBottomRight] = new Vector2D(outerright, outerbottom);
|
|
|
|
outerborder = new RectangleF(outerleft, outertop, outerright - outerleft, outerbottom - outertop);
|
|
}
|
|
|
|
public void Draw(IRenderer2D renderer, Highlight highlight)
|
|
{
|
|
PixelColor fcolor = highlight == Highlight.Body ? fillhighlightcolor : fillcolor;
|
|
|
|
renderer.RenderRectangleFilled(
|
|
new RectangleF(outerleft, outertop, outerright - outerleft, outerbottom - outertop),
|
|
fcolor,
|
|
true
|
|
);
|
|
|
|
// Draw the borders
|
|
renderer.RenderRectangle(outerborder, 1.0f, bordercolor, true);
|
|
|
|
// Highlight a border if necessary
|
|
if (highlight >= Highlight.OuterLeft && highlight <= Highlight.OuterBottom)
|
|
renderer.RenderLine(lines[highlight].v1, lines[highlight].v2, 1.0f, borderhighlightcolor, true);
|
|
else
|
|
{
|
|
// Highlight the corners
|
|
switch (highlight)
|
|
{
|
|
// Outer corners
|
|
case Highlight.OuterTopLeft:
|
|
renderer.RenderLine(lines[Highlight.OuterTop].v1, lines[Highlight.OuterTop].v2, 1.0f, borderhighlightcolor, true);
|
|
renderer.RenderLine(lines[Highlight.OuterLeft].v1, lines[Highlight.OuterLeft].v2, 1.0f, borderhighlightcolor, true);
|
|
break;
|
|
case Highlight.OuterTopRight:
|
|
renderer.RenderLine(lines[Highlight.OuterTop].v1, lines[Highlight.OuterTop].v2, 1.0f, borderhighlightcolor, true);
|
|
renderer.RenderLine(lines[Highlight.OuterRight].v1, lines[Highlight.OuterRight].v2, 1.0f, borderhighlightcolor, true);
|
|
break;
|
|
case Highlight.OuterBottomLeft:
|
|
renderer.RenderLine(lines[Highlight.OuterBottom].v1, lines[Highlight.OuterBottom].v2, 1.0f, borderhighlightcolor, true);
|
|
renderer.RenderLine(lines[Highlight.OuterLeft].v1, lines[Highlight.OuterLeft].v2, 1.0f, borderhighlightcolor, true);
|
|
break;
|
|
case Highlight.OuterBottomRight:
|
|
renderer.RenderLine(lines[Highlight.OuterBottom].v1, lines[Highlight.OuterBottom].v2, 1.0f, borderhighlightcolor, true);
|
|
renderer.RenderLine(lines[Highlight.OuterRight].v1, lines[Highlight.OuterRight].v2, 1.0f, borderhighlightcolor, true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public Highlight CheckHighlight(Vector2D pos, float scale)
|
|
{
|
|
float distance = float.MaxValue;
|
|
float d;
|
|
Highlight highlight = Highlight.None;
|
|
|
|
// Find a line to highlight
|
|
foreach (Highlight h in (Highlight[])Enum.GetValues(typeof(Highlight)))
|
|
{
|
|
if (h >= Highlight.OuterLeft && h <= Highlight.OuterBottom)
|
|
{
|
|
d = Line2D.GetDistanceToLine(lines[h].v1, lines[h].v2, pos, true);
|
|
|
|
if (d <= BuilderModes.BuilderPlug.Me.HighlightRange / scale && d < distance)
|
|
{
|
|
distance = d;
|
|
highlight = h;
|
|
}
|
|
}
|
|
}
|
|
|
|
distance = float.MaxValue;
|
|
|
|
// Find a corner to highlight
|
|
foreach (Highlight h in (Highlight[])Enum.GetValues(typeof(Highlight)))
|
|
{
|
|
if (h >= Highlight.OuterTopLeft && h <= Highlight.OuterBottomRight)
|
|
{
|
|
d = Vector2D.Distance(pos, points[h]);
|
|
|
|
if (d <= BuilderModes.BuilderPlug.Me.HighlightRange / scale && d < distance)
|
|
{
|
|
distance = d;
|
|
highlight = h;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (highlight != Highlight.None)
|
|
return highlight;
|
|
|
|
if (OuterLeft < pos.x && OuterRight > pos.x && OuterTop > pos.y && OuterBottom < pos.y)
|
|
return Highlight.Body;
|
|
|
|
return Highlight.None;
|
|
}
|
|
|
|
public void SnapToGrid(Highlight highlight, Vector2D pos, Vector2D lastpos)
|
|
{
|
|
Vector2D newpos = GridSetup.SnappedToGrid(pos, gridsize, gridsizeinv);
|
|
|
|
switch (highlight)
|
|
{
|
|
case Highlight.Body:
|
|
Vector2D diff = GridSetup.SnappedToGrid(pos, gridsize, gridsizeinv) - GridSetup.SnappedToGrid(lastpos, gridsize, gridsizeinv);
|
|
Debug.WriteLine("diff: " + (diff).ToString());
|
|
outerleft += diff.x;
|
|
outerright += diff.x;
|
|
outertop += diff.y;
|
|
outerbottom += diff.y;
|
|
break;
|
|
|
|
// Outer border
|
|
case Highlight.OuterLeft:
|
|
if (newpos.x < outerright) outerleft = newpos.x;
|
|
break;
|
|
case Highlight.OuterRight:
|
|
if(newpos.x > outerleft) outerright = newpos.x;
|
|
break;
|
|
case Highlight.OuterTop:
|
|
if (newpos.y > outerbottom) outertop = newpos.y;
|
|
break;
|
|
case Highlight.OuterBottom:
|
|
if (newpos.y < outertop) outerbottom = newpos.y;
|
|
break;
|
|
|
|
// Outer corners
|
|
case Highlight.OuterTopLeft:
|
|
if (newpos.x < outerright) outerleft = newpos.x;
|
|
if (newpos.y > outerbottom) outertop = newpos.y;
|
|
break;
|
|
case Highlight.OuterTopRight:
|
|
if (newpos.x > outerleft) outerright = newpos.x;
|
|
if (newpos.y > outerbottom) outertop = newpos.y;
|
|
break;
|
|
case Highlight.OuterBottomLeft:
|
|
if (newpos.x < outerright) outerleft = newpos.x;
|
|
if (newpos.y < outertop) outerbottom = newpos.y;
|
|
break;
|
|
case Highlight.OuterBottomRight:
|
|
if (newpos.x > outerleft) outerright = newpos.x;
|
|
if (newpos.y < outertop) outerbottom = newpos.y;
|
|
break;
|
|
}
|
|
|
|
UpdateLinesAndPoints();
|
|
}
|
|
|
|
public List<Vector2D> GetRelocatePositions(int numsectors)
|
|
{
|
|
List<Vector2D> positions = new List<Vector2D>();
|
|
BlockMap<BlockEntry> blockmap = CreateBlockmap(true);
|
|
int margin = (int)((gridsize - sectorsize) / 2);
|
|
|
|
for (int x = (int)outerleft; x < (int)outerright; x += (int)gridsize)
|
|
{
|
|
for (int y = (int)outertop; y > (int)outerbottom; y -= (int)gridsize)
|
|
{
|
|
List<BlockEntry> blocks = blockmap.GetLineBlocks(
|
|
new Vector2D(x + 1, y - 1),
|
|
new Vector2D(x + gridsize - 1, y - gridsize + 1)
|
|
);
|
|
|
|
// The way our blockmap is built and queried we will always get exactly one block
|
|
if (blocks[0].Sectors.Count == 0)
|
|
{
|
|
positions.Add(new Vector2D(x + margin, y - margin));
|
|
numsectors--;
|
|
}
|
|
|
|
if (numsectors == 0)
|
|
return positions;
|
|
}
|
|
}
|
|
|
|
throw new Exception("Not enough space for control sector relocation");
|
|
}
|
|
|
|
public List<DrawnVertex> GetNewControlSectorVertices()
|
|
{
|
|
BlockMap<BlockEntry> blockmap = CreateBlockmap();
|
|
|
|
int margin = (int)((gridsize - sectorsize) / 2);
|
|
|
|
// find position for new control sector
|
|
for (int x = (int)outerleft; x < (int)outerright; x += (int)gridsize)
|
|
{
|
|
for (int y = (int)outertop; y > (int)outerbottom; y -= (int)gridsize)
|
|
{
|
|
List<BlockEntry> blocks = blockmap.GetLineBlocks(
|
|
new Vector2D(x + 1, y - 1),
|
|
new Vector2D(x + gridsize - 1, y - gridsize + 1)
|
|
);
|
|
|
|
// The way our blockmap is built and queried we will always get exactly one block
|
|
if (blocks[0].Sectors.Count == 0)
|
|
{
|
|
List<DrawnVertex> dv = new List<DrawnVertex>();
|
|
Point p = new Point(x + margin, y - margin);
|
|
|
|
dv.Add(SectorVertex(p.X, p.Y));
|
|
dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y));
|
|
dv.Add(SectorVertex(p.X + BuilderPlug.Me.ControlSectorArea.SectorSize, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
|
|
dv.Add(SectorVertex(p.X, p.Y - BuilderPlug.Me.ControlSectorArea.SectorSize));
|
|
dv.Add(SectorVertex(p.X, p.Y));
|
|
|
|
return dv;
|
|
}
|
|
}
|
|
}
|
|
|
|
throw new Exception("No space left for control sectors");
|
|
}
|
|
|
|
public bool Inside(float x, float y)
|
|
{
|
|
return Inside(new Vector2D(x, y));
|
|
}
|
|
|
|
public bool Inside(Vector2D pos)
|
|
{
|
|
if (pos.x > outerleft && pos.x < outerright && pos.y < outertop && pos.y > outerbottom)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool OutsideOuterBounds(float x, float y)
|
|
{
|
|
return OutsideOuterBounds(new Vector2D(x, y));
|
|
}
|
|
|
|
public bool OutsideOuterBounds(Vector2D pos)
|
|
{
|
|
if(pos.x < outerleft || pos.x > outerright || pos.y > outertop || pos.y < outerbottom)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Aligns the area to the grid, expanding the area if necessary
|
|
private RectangleF AlignAreaToGrid(RectangleF area)
|
|
{
|
|
List<float> f = new List<float>
|
|
{
|
|
area.Left,
|
|
area.Top,
|
|
area.Right,
|
|
area.Bottom
|
|
};
|
|
|
|
for (int i = 0; i < f.Count; i++)
|
|
{
|
|
if (f[i] < 0)
|
|
f[i] = (float)Math.Floor(f[i] / gridsize) * gridsize;
|
|
else
|
|
f[i] = (float)Math.Ceiling(f[i] / gridsize) * gridsize;
|
|
}
|
|
|
|
|
|
float l = f[0];
|
|
float t = f[1];
|
|
float r = f[2];
|
|
float b = f[3];
|
|
|
|
return new RectangleF(l, t, r - l, b - t);
|
|
}
|
|
|
|
private BlockMap<BlockEntry> CreateBlockmap()
|
|
{
|
|
return CreateBlockmap(false);
|
|
}
|
|
|
|
private BlockMap<BlockEntry> CreateBlockmap(bool ignorecontrolsectors)
|
|
{
|
|
// Make blockmap
|
|
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
|
|
area = MapSet.IncreaseArea(area, new Vector2D(outerleft, outertop));
|
|
area = MapSet.IncreaseArea(area, new Vector2D(outerright, outerbottom));
|
|
area = AlignAreaToGrid(area);
|
|
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area, (int)gridsize);
|
|
|
|
if (ignorecontrolsectors)
|
|
{
|
|
foreach (Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Managed control sectors have the custom UDMF field "user_managed_3d_floor" set to true
|
|
// So if the field is NOT set, add the sector to the blockmap
|
|
if (s.Fields.GetValue("user_managed_3d_floor", false) == false)
|
|
blockmap.AddSector(s);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
blockmap.AddSectorsSet(General.Map.Map.Sectors);
|
|
}
|
|
|
|
return blockmap;
|
|
}
|
|
|
|
public void Edit()
|
|
{
|
|
ControlSectorAreaConfig csacfg = new ControlSectorAreaConfig(this);
|
|
|
|
csacfg.ShowDialog((Form)General.Interface);
|
|
}
|
|
|
|
public void SaveConfig()
|
|
{
|
|
ListDictionary config = new ListDictionary();
|
|
|
|
config.Add("usecustomtagrange", usecustomtagrange);
|
|
|
|
if (usecustomtagrange)
|
|
{
|
|
config.Add("firsttag", firsttag);
|
|
config.Add("lasttag", lasttag);
|
|
}
|
|
|
|
config.Add("outerleft", outerleft);
|
|
config.Add("outerright", outerright);
|
|
config.Add("outertop", outertop);
|
|
config.Add("outerbottom", outerbottom);
|
|
|
|
General.Map.Options.WritePluginSetting("controlsectorarea", config);
|
|
}
|
|
|
|
public void LoadConfig()
|
|
{
|
|
ListDictionary config = (ListDictionary)General.Map.Options.ReadPluginSetting("controlsectorarea", new ListDictionary());
|
|
|
|
usecustomtagrange = General.Map.Options.ReadPluginSetting("controlsectorarea.usecustomtagrange", false);
|
|
firsttag = General.Map.Options.ReadPluginSetting("controlsectorarea.firsttag", 0);
|
|
lasttag = General.Map.Options.ReadPluginSetting("controlsectorarea.lasttag", 0);
|
|
|
|
outerleft = General.Map.Options.ReadPluginSetting("controlsectorarea.outerleft", outerleft);
|
|
outerright = General.Map.Options.ReadPluginSetting("controlsectorarea.outerright", outerright);
|
|
outertop = General.Map.Options.ReadPluginSetting("controlsectorarea.outertop", outertop);
|
|
outerbottom = General.Map.Options.ReadPluginSetting("controlsectorarea.outerbottom", outerbottom);
|
|
|
|
UpdateLinesAndPoints();
|
|
}
|
|
|
|
public int GetNewSectorTag(List<int> tagblacklist)
|
|
{
|
|
List<int> usedtags = new List<int>();
|
|
|
|
if (usecustomtagrange)
|
|
{
|
|
for (int i = firsttag; i <= lasttag; i++)
|
|
{
|
|
if (!tagblacklist.Contains(i) && General.Map.Map.GetSectorsByTag(i).Count == 0)
|
|
return i;
|
|
}
|
|
|
|
throw new Exception("No free tags in the custom range between " + firsttag.ToString() + " and " + lasttag.ToString() + ".");
|
|
}
|
|
|
|
return General.Map.Map.GetNewTag(tagblacklist);
|
|
}
|
|
|
|
public int GetNewLineID()
|
|
{
|
|
return General.Map.Map.GetNewTag();
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
static int GCD(int[] numbers)
|
|
{
|
|
return numbers.Aggregate(GCD);
|
|
}
|
|
|
|
static int GCD(int a, int b)
|
|
{
|
|
return b == 0 ? a : GCD(b, a % b);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|