mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
a9c64fe521
Changed, Classic modes: bigger Thing arrows are now rendered when thing sprite rendering is skipped. Changed, Classic modes: when "Fixed Things Scale" option is enabled, thing size stays at 2x scale instead of 1x when extra bounding box is rendered. Added Preferences -> Appearance -> "Things transparency (Things mode)" slider. Renamed Preferences -> Appearance -> "Things transparency" to "Things transparency (other modes)". Externalized thing bounding box and arrow texture, used to render things in Classic modes (Textures/ThingTexture2D.png). Updated ZDoom_DECORATE.cfg (A_SetUserVarFloat, A_SetUserArrayFloat).
285 lines
7.5 KiB
C#
285 lines
7.5 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Curve Linedefs",
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AllowCopyPaste = false,
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Volatile = true)]
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public sealed class CurveLinedefsMode : BaseClassicMode
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{
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#region ================== Constants
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private const float LINE_THICKNESS = 0.6f;
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#endregion
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#region ================== Variables
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// Collections
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private ICollection<Linedef> selectedlines;
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private ICollection<Linedef> unselectedlines;
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public CurveLinedefsMode(EditMode basemode)
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{
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// Make collections by selection
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selectedlines = General.Map.Map.GetSelectedLinedefs(true);
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unselectedlines = General.Map.Map.GetSelectedLinedefs(false);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This generates the vertices to split the line with, from start to end
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private static List<Vector2D> GenerateCurve(Linedef line)
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{
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// Fetch settings from window
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int vertices = BuilderPlug.Me.CurveLinedefsForm.Vertices;
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float distance = BuilderPlug.Me.CurveLinedefsForm.Distance;
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float angle = BuilderPlug.Me.CurveLinedefsForm.Angle;
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bool fixedcurve = BuilderPlug.Me.CurveLinedefsForm.FixedCurve;
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bool backwards = BuilderPlug.Me.CurveLinedefsForm.Backwards;
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// Make list
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List<Vector2D> points = new List<Vector2D>(vertices);
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//Added by Anders <20>strand 2008-05-18
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//The formulas used are taken from http://mathworld.wolfram.com/CircularSegment.html
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//c and theta are known (length of line and angle parameter). d, R and h are
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//calculated from those two
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//If the curve is not supposed to be a circular segment it's simply deformed to fit
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//the value set for distance.
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//The vertices are generated to be evenly distributed (by angle) along the curve
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//and lastly they are rotated and moved to fit with the original line
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//calculate some identities of a circle segment (refer to the graph in the url above)
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float c = line.Length;
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float theta = angle;
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float d = (c / (float)Math.Tan(theta / 2)) / 2;
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float R = d / (float)Math.Cos(theta / 2);
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float h = R - d;
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float yDeform = fixedcurve ? 1 : distance / h;
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if(backwards) yDeform = -yDeform;
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for(int v = 1; v <= vertices; v++)
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{
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//calculate the angle for this vertex
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//the curve starts at PI/2 - theta/2 and is segmented into vertices+1 segments
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//this assumes the line is horisontal and on y = 0, the point is rotated and moved later
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float a = (Angle2D.PI - theta) / 2 + v * (theta / (vertices + 1));
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//calculate the coordinates of the point, and distort the y coordinate
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//using the deform factor calculated above
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float x = (float)Math.Cos(a) * R;
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float y = ((float)Math.Sin(a) * R - d) * yDeform;
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//rotate and transform to fit original line
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Vector2D vertex = new Vector2D(x, y).GetRotated(line.Angle + Angle2D.PIHALF);
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vertex = vertex.GetTransformed(line.GetCenterPoint().x, line.GetCenterPoint().y, 1, 1);
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points.Add(vertex);
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}
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// Done
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return points;
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}
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#endregion
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#region ================== Events
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public override void OnHelp()
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{
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General.ShowHelp("e_curvelinedefs.html");
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}
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// Cancelled
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public override void OnCancel()
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{
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// Cancel base class
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base.OnCancel();
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// Return to base mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Show toolbox window
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BuilderPlug.Me.CurveLinedefsForm.Show((Form)General.Interface);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Hide toolbox window
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BuilderPlug.Me.CurveLinedefsForm.Hide();
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}
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// This applies the curves and returns to the base mode
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public override void OnAccept()
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{
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// Create undo
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General.Map.UndoRedo.CreateUndo("Curve linedefs");
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// Go for all selected lines
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foreach(Linedef ld in selectedlines)
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{
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// Make curve for line
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List<Vector2D> points = GenerateCurve(ld);
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if(points.Count > 0)
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{
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// TODO: We may want some sector create/join code in here
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// to allow curves that overlap lines and some geometry merging
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// Go for all points to split the line
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Linedef splitline = ld;
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for(int i = 0; i < points.Count; i++)
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{
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// Make vertex
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Vertex v = General.Map.Map.CreateVertex(points[i]);
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if(v == null)
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{
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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// Split the line and move on with this line
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splitline = splitline.Split(v);
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if(splitline == null)
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{
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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}
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}
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}
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Update caches
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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// Return to base mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// Redrawing display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(unselectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha);
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renderer.Finish();
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}
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// Render overlay
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if(renderer.StartOverlay(true))
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{
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// Go for all selected lines
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foreach(Linedef ld in selectedlines)
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{
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// Make curve for line
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List<Vector2D> points = GenerateCurve(ld);
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if(points.Count > 0)
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{
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Vector2D p1 = ld.Start.Position;
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Vector2D p2 = points[0];
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for(int i = 1; i <= points.Count; i++)
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{
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// Draw the line
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renderer.RenderLine(p1, p2, LINE_THICKNESS, General.Colors.Highlight, true);
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// Next points
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p1 = p2;
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if(i < points.Count) p2 = points[i];
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}
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// Draw last line
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renderer.RenderLine(p2, ld.End.Position, LINE_THICKNESS, General.Colors.Highlight, true);
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}
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}
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renderer.Finish();
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}
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renderer.Present();
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}
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#endregion
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}
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}
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