mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
412 lines
No EOL
13 KiB
C#
412 lines
No EOL
13 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using System.Windows.Forms;
|
|
using CodeImp.DoomBuilder.BuilderModes;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
|
|
namespace CodeImp.DoomBuilder.VisualModes
|
|
{
|
|
internal class VisualSidedefSlope : VisualSlope, IVisualEventReceiver
|
|
{
|
|
#region ================== Variables
|
|
|
|
private readonly BaseVisualMode mode;
|
|
private readonly Sidedef sidedef;
|
|
private readonly SectorLevel level;
|
|
private readonly bool up;
|
|
private Vector3D pickintersect;
|
|
private float pickrayu;
|
|
private Plane plane;
|
|
|
|
#endregion
|
|
|
|
#region ================== Constants
|
|
|
|
private const int SIZE = 8;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public Sidedef Sidedef { get { return sidedef; } }
|
|
public SectorLevel Level { get { return level; } }
|
|
public int NormalizedAngleDeg { get { return (sidedef.Line.AngleDeg >= 180) ? (sidedef.Line.AngleDeg - 180) : sidedef.Line.AngleDeg; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
public VisualSidedefSlope(BaseVisualMode mode, SectorLevel level, Sidedef sidedef, bool up) : base()
|
|
{
|
|
this.mode = mode;
|
|
this.sidedef = sidedef;
|
|
this.level = level;
|
|
this.up = up;
|
|
|
|
// length = sidedef.Line.Length;
|
|
|
|
Update();
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
public Vector3D GetCenterPoint()
|
|
{
|
|
Vector2D p = sidedef.Line.GetCenterPoint();
|
|
return new Vector3D(p, level.plane.GetZ(p));
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
plane = new Plane(level.plane.Normal, level.plane.Offset - 0.1f);
|
|
|
|
if (!up)
|
|
plane = plane.GetInverted();
|
|
|
|
UpdatePosition();
|
|
|
|
length = new Line3D(new Vector3D(sidedef.Line.Line.v1, plane.GetZ(sidedef.Line.Line.v1)), new Vector3D(sidedef.Line.Line.v2, plane.GetZ(sidedef.Line.Line.v2))).GetDelta().GetLength();
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
RectangleF bbox = sidedef.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 float u_ray)
|
|
{
|
|
u_ray = pickrayu;
|
|
|
|
Sidedef sd = MapSet.NearestSidedef(sidedef.Sector.Sidedefs, pickintersect);
|
|
if (sd == sidedef) {
|
|
float side = sd.Line.SideOfLine(pickintersect);
|
|
|
|
if ((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the position. Depending on 3D floors and which side of the linedef the slope handle is on the
|
|
/// direction of the line used as a base has to be inverted
|
|
/// </summary>
|
|
public void UpdatePosition()
|
|
{
|
|
bool invertline = false;
|
|
|
|
if (up)
|
|
{
|
|
if (level.extrafloor && level.type == SectorLevelType.Ceiling)
|
|
{
|
|
if (sidedef.IsFront)
|
|
invertline = true;
|
|
}
|
|
else
|
|
{
|
|
if (!sidedef.IsFront)
|
|
invertline = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (level.extrafloor && level.type == SectorLevelType.Floor)
|
|
{
|
|
if (!sidedef.IsFront)
|
|
invertline = true;
|
|
}
|
|
else
|
|
{
|
|
if (sidedef.IsFront)
|
|
invertline = true;
|
|
}
|
|
}
|
|
|
|
if (invertline)
|
|
SetPosition(new Line2D(sidedef.Line.End.Position, sidedef.Line.Start.Position), level.plane);
|
|
else
|
|
SetPosition(sidedef.Line.Line, level.plane);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find a slope handle to pivot around. If possible if finds the handle belonging to a line that has the
|
|
/// same angle as the start handle, and is the furthest away. If such a handle does not exist it finds one that's
|
|
/// closest to those specs
|
|
/// </summary>
|
|
/// <param name="starthandle">The slope handle to start from (the one we need to find a pivot handle for)</param>
|
|
/// <returns></returns>
|
|
public static VisualSidedefSlope GetSmartPivotHandle(VisualSidedefSlope starthandle, BaseVisualMode mode)
|
|
{
|
|
VisualSidedefSlope handle = starthandle;
|
|
List<VisualSidedefSlope> potentialhandles = new List<VisualSidedefSlope>();
|
|
List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
|
|
|
|
if (selectedsectors.Count == 0)
|
|
{
|
|
// No sectors selected, so find all handles that belong to the same level
|
|
foreach (VisualSidedefSlope checkhandle in mode.AllSlopeHandles[starthandle.Sidedef.Sector])
|
|
if (checkhandle != starthandle && checkhandle.Level == starthandle.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 (VisualSidedefSlope checkhandle in mode.AllSlopeHandles[s])
|
|
if(checkhandle != starthandle)
|
|
foreach (BaseVisualGeometrySector bvgs in selectedsectors)
|
|
if (bvgs.Level == checkhandle.Level)
|
|
potentialhandles.Add(checkhandle);
|
|
}
|
|
|
|
foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in mode.AllSlopeHandles)
|
|
foreach (VisualSidedefSlope checkhandle in kvp.Value)
|
|
checkhandle.SmartPivot = false;
|
|
|
|
// Sort potential handles by their angle difference to the start handle. That means that handles with less angle difference will be at the beginning of the list
|
|
List<VisualSidedefSlope> anglediffsortedhandles = potentialhandles.OrderBy(h => Math.Abs(starthandle.NormalizedAngleDeg - h.NormalizedAngleDeg)).ToList();
|
|
|
|
// Get all potential handles that have to same angle as the one that's closest to the start handle, then sort them by distance, and take the one that's furthest away
|
|
if (anglediffsortedhandles.Count > 0)
|
|
handle = anglediffsortedhandles.Where(h => h.NormalizedAngleDeg == anglediffsortedhandles[0].NormalizedAngleDeg).OrderByDescending(h => Math.Abs(starthandle.Sidedef.Line.Line.GetDistanceToLine(h.sidedef.Line.GetCenterPoint(), false))).First();
|
|
|
|
if (handle == starthandle)
|
|
return null;
|
|
|
|
return handle;
|
|
}
|
|
|
|
public static void ApplySlope(SectorLevel level, Plane plane, BaseVisualMode mode)
|
|
{
|
|
bool applytoceiling = false;
|
|
|
|
Vector2D center = new Vector2D(level.sector.BBox.X + level.sector.BBox.Width / 2,
|
|
level.sector.BBox.Y + level.sector.BBox.Height / 2);
|
|
|
|
if (level.extrafloor)
|
|
{
|
|
// The top side of 3D floors is the ceiling of the sector, but it's a "floor" in UDB, so the
|
|
// ceiling of the control sector has to be modified
|
|
if (level.type == SectorLevelType.Floor)
|
|
applytoceiling = true;
|
|
}
|
|
else
|
|
{
|
|
if (level.type == SectorLevelType.Ceiling)
|
|
applytoceiling = true;
|
|
}
|
|
|
|
if (applytoceiling)
|
|
{
|
|
Plane downplane = plane.GetInverted();
|
|
level.sector.CeilSlope = downplane.Normal;
|
|
level.sector.CeilSlopeOffset = downplane.Offset;
|
|
level.sector.CeilHeight = (int)new Plane(level.sector.CeilSlope, level.sector.CeilSlopeOffset).GetZ(center);
|
|
}
|
|
else
|
|
{
|
|
level.sector.FloorSlope = plane.Normal;
|
|
level.sector.FloorSlopeOffset = plane.Offset;
|
|
level.sector.FloorHeight = (int)new Plane(level.sector.FloorSlope, level.sector.FloorSlopeOffset).GetZ(center);
|
|
}
|
|
|
|
// Rebuild sector
|
|
BaseVisualSector vs;
|
|
if (mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if (vs != null) vs.UpdateSectorGeometry(true);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public 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 (VisualSidedefSlope 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(this, mode);
|
|
|
|
// Still no pivot handle, cancle
|
|
if (pivothandle == null)
|
|
return;
|
|
|
|
pivothandle.SmartPivot = true;
|
|
|
|
mode.CreateUndo("Change slope");
|
|
|
|
Plane originalplane = level.plane;
|
|
Plane pivotplane = ((VisualSidedefSlope)pivothandle).Level.plane;
|
|
|
|
// Build a new plane. p1 and p2 are the points of the slope handle that is modified, p3 is on the line of the pivot handle
|
|
Vector3D p1 = new Vector3D(sidedef.Line.Start.Position, (float)Math.Round(originalplane.GetZ(sidedef.Line.Start.Position)));
|
|
Vector3D p2 = new Vector3D(sidedef.Line.End.Position, (float)Math.Round(originalplane.GetZ(sidedef.Line.End.Position)));
|
|
Vector3D p3 = new Vector3D(((VisualSidedefSlope)pivothandle).Sidedef.Line.Line.GetCoordinatesAt(0.5f), (float)Math.Round(pivotplane.GetZ(((VisualSidedefSlope)pivothandle).Sidedef.Line.Line.GetCoordinatesAt(0.5f))));
|
|
|
|
// Move the points of the handle up/down
|
|
p1 += new Vector3D(0f, 0f, amount);
|
|
p2 += new Vector3D(0f, 0f, amount);
|
|
|
|
Plane plane = new Plane(p1, p2, p3, true);
|
|
|
|
// Apply slope to surfaces
|
|
foreach (SectorLevel l in levels)
|
|
ApplySlope(l, plane, mode);
|
|
|
|
mode.SetActionResult("Changed slope.");
|
|
}
|
|
|
|
// Select or deselect
|
|
public void OnSelectEnd()
|
|
{
|
|
if (this.selected)
|
|
{
|
|
this.selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
else
|
|
{
|
|
if(this.pivot)
|
|
{
|
|
General.Interface.DisplayStatus(Windows.StatusType.Warning, "It is not allowed to mark pivot slope handles as selected.");
|
|
return;
|
|
}
|
|
|
|
this.selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
}
|
|
|
|
public void OnEditEnd()
|
|
{
|
|
// We can only have one pivot handle, so remove it from all first
|
|
foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in mode.AllSlopeHandles)
|
|
{
|
|
foreach (VisualSlope handle in kvp.Value)
|
|
{
|
|
if (handle == mode.HighlightedTarget)
|
|
{
|
|
if (handle.Selected)
|
|
General.Interface.DisplayStatus(Windows.StatusType.Warning, "It is not allowed to mark selected slope handles as pivot slope handles.");
|
|
else
|
|
handle.Pivot = !handle.Pivot;
|
|
}
|
|
else
|
|
handle.Pivot = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return texture name
|
|
public string GetTextureName() { return ""; }
|
|
|
|
// Unused
|
|
public void OnSelectBegin() { }
|
|
public void OnEditBegin() { }
|
|
public void OnChangeTargetBrightness(bool up) { }
|
|
public void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection) { }
|
|
public void OnSelectTexture() { }
|
|
public void OnCopyTexture() { }
|
|
public void OnPasteTexture() { }
|
|
public void OnCopyTextureOffsets() { }
|
|
public void OnPasteTextureOffsets() { }
|
|
public void OnTextureAlign(bool alignx, bool aligny) { }
|
|
public void OnToggleUpperUnpegged() { }
|
|
public void OnToggleLowerUnpegged() { }
|
|
public void OnProcess(long deltatime) { }
|
|
public void OnTextureFloodfill() { }
|
|
public void OnInsert() { }
|
|
public void OnTextureFit(FitTextureOptions options) { } //mxd
|
|
public void ApplyTexture(string texture) { }
|
|
public void ApplyUpperUnpegged(bool set) { }
|
|
public void ApplyLowerUnpegged(bool set) { }
|
|
public void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
|
|
public virtual void OnPaintSelectEnd() { } // biwa
|
|
public void OnChangeScale(int x, int y) { }
|
|
public void OnResetTextureOffset() { }
|
|
public void OnResetLocalTextureOffset() { }
|
|
public void OnCopyProperties() { }
|
|
public void OnPasteProperties(bool usecopysetting) { }
|
|
public void OnDelete() { }
|
|
public void OnPaintSelectBegin() { }
|
|
public void OnMouseMove(MouseEventArgs e) { }
|
|
|
|
#endregion
|
|
}
|
|
} |