UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/SlopeArcher.cs
biwa d01cbb2c37 Some code cleanup
Added comments to code
2020-06-08 20:58:00 +02:00

160 lines
5.6 KiB
C#

#region ================== Copyright (c) 2020 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class SlopeArcher
{
BaseVisualMode mode;
private List<IVisualEventReceiver> sectors;
private VisualSidedefSlope handle1;
private VisualSidedefSlope handle2;
private double theta;
private double offsetangle;
private double scale;
private int baseheight;
private double baseheightoffset;
private double heightoffset;
private Line2D handleline;
private double length;
public double Theta { get { return theta; } set { theta = value; } }
public double OffsetAngle { get { return offsetangle; } set { offsetangle = value; } }
public double Scale { get { return scale; } set { scale = value; } }
public int Baseheight { get { return baseheight; } }
public double HeightOffset { get { return heightoffset; } set { heightoffset = value; } }
public SlopeArcher(BaseVisualMode mode, List<IVisualEventReceiver> sectors, VisualSidedefSlope handle1, VisualSidedefSlope handle2, double theta, double offsetangle, double scale)
{
this.mode = mode;
this.sectors = sectors;
this.handle1 = handle1;
this.handle2 = handle2;
this.theta = theta;
this.offsetangle = offsetangle;
this.scale = scale;
heightoffset = 0.0;
handleline = new Line2D(handle1.GetCenterPoint(), handle2.GetCenterPoint());
length = handleline.GetLength();
if (handle1.Level.type == SectorLevelType.Ceiling)
baseheight = handle1.Level.extrafloor ? handle1.Level.sector.FloorHeight : handle1.Level.sector.CeilHeight;
else
baseheight = handle1.Level.extrafloor ? handle1.Level.sector.CeilHeight : handle1.Level.sector.FloorHeight;
baseheightoffset = 0.0;
}
/// <summary>
/// Applies the slopes to the sectors.
///
/// We have:
/// - theta
/// - offset angle ("offset")
/// - horizontal line length ("length")
///
/// What we need to compute:
/// - x coordinate where the line starts in the circle ("left", this is cos(theta + offset angle))
/// - x coordinate where the line ends in the circle ("middle", this is cos(offset angle))
///
/// With this data we can calculate some more required variables:
/// - radius: length / (middle - left)
/// - left delimiter: cos(offset + theta) * radius
/// - right delimiter: cos(rotation) * radius (should be same as left delimiter + length)
/// - section start, in map units: cos(offset + theta) * radius
/// - base height offset (where the slope starts)
///
/// Then we can simply use pythagoras to compute the y position for an x position on the length
/// </summary>
public void ApplySlope()
{
double left = Math.Cos(theta + offsetangle);
double middle = Math.Cos(offsetangle);
double radius = length / (middle - left);
double leftdelimiter = Math.Cos(offsetangle + theta);
double rightdelimiter = Math.Cos(offsetangle);
double sectionstart = Math.Cos(offsetangle + theta) * radius;
baseheightoffset = Math.Sqrt(radius * radius - sectionstart * sectionstart) * scale;
foreach (BaseVisualGeometrySector bvgs in sectors)
{
HashSet<Vertex> vertices = new HashSet<Vertex>(bvgs.Sector.Sides.Count * 2);
double u1 = 1.0;
double u2 = 0.0;
foreach (Sidedef sd in bvgs.Sector.Sides.Keys)
{
vertices.Add(sd.Line.Start);
vertices.Add(sd.Line.End);
}
// Get the two points that are the furthest apart on the line between the slope handles
foreach(Vertex v in vertices)
{
double intersection = handleline.GetNearestOnLine(v.Position);
if (intersection < u1)
u1 = intersection;
if (intersection > u2)
u2 = intersection;
}
// Compute the x position and the corrosponding height of the coordinates
double xpos1 = sectionstart + (u1 * length);
double xpos2 = sectionstart + (u2 * length);
double height1 = Math.Sqrt(radius * radius - xpos1 * xpos1) * scale;
double height2 = Math.Sqrt(radius * radius - xpos2 * xpos2) * scale;
if (double.IsNaN(height1))
height1 = 0.0;
if (double.IsNaN(height2))
height2 = 0.0;
// Adjust the heights
height1 = height1 - baseheightoffset + baseheight + heightoffset;
height2 = height2 - baseheightoffset + baseheight + heightoffset;
// Get the angle of the slope. We cheat a bit and substitute the y value of the vectors with the height of the points
double slopeangle = Vector2D.GetAngle(new Vector2D(xpos1, height1), new Vector2D(xpos2, height2));
// Always let the plane point up, VisualSidedefSlope.ApplySlope will invert it if necessary
Plane plane = new Plane(new Vector3D(handleline.GetCoordinatesAt(u1), height1), handleline.GetAngle() + Angle2D.PIHALF, slopeangle, true);
VisualSidedefSlope.ApplySlope(bvgs.Level, plane, mode);
bvgs.Sector.UpdateSectorGeometry(true);
}
}
}
}