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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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391 lines
No EOL
12 KiB
C#
391 lines
No EOL
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.BuilderModes;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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namespace CodeImp.DoomBuilder.VisualModes
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{
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internal class VisualSidedefSlope : BaseVisualSlope // VisualSlope, IVisualEventReceiver
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{
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#region ================== Variables
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private readonly Sidedef sidedef;
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#endregion
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#region ================== Constants
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private const int SIZE = 8;
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#endregion
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#region ================== Properties
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public Sidedef Sidedef { get { return sidedef; } }
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public int NormalizedAngleDeg { get { return (sidedef.Line.AngleDeg >= 180) ? (sidedef.Line.AngleDeg - 180) : sidedef.Line.AngleDeg; } }
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#endregion
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#region ================== Constructor / Destructor
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public VisualSidedefSlope(BaseVisualMode mode, SectorLevel level, Sidedef sidedef, bool up) : base(mode, level, up)
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{
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this.sidedef = sidedef;
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type = VisualSlopeType.Line;
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Update();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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public Vector3D GetCenterPoint()
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{
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Vector2D p = sidedef.Line.GetCenterPoint();
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return new Vector3D(p, level.plane.GetZ(p));
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}
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public override void Update()
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{
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plane = new Plane(level.plane.Normal, level.plane.Offset - 0.1f);
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if (!up)
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plane = plane.GetInverted();
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UpdatePosition();
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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();
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}
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/// <summary>
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/// This is called when the thing must be tested for line intersection. This should reject
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/// as fast as possible to rule out all geometry that certainly does not touch the line.
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/// </summary>
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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if (sidedef.IsDisposed || sidedef.Sector.IsDisposed)
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return false;
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RectangleF bbox = sidedef.Sector.BBox;
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if ((up && plane.Distance(from) > 0.0f) || (!up && plane.Distance(from) < 0.0f))
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{
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if (plane.GetIntersection(from, to, ref pickrayu))
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{
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if (pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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}
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return false;
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}
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/// <summary>
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/// This is called when the thing must be tested for line intersection. This should perform
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/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
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/// </summary>
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
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{
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u_ray = pickrayu;
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Sidedef sd = MapSet.NearestSidedef(sidedef.Sector.Sidedefs, pickintersect);
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if (sd == sidedef) {
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double side = sd.Line.SideOfLine(pickintersect);
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if ((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Updates the position. Depending on 3D floors and which side of the linedef the slope handle is on the
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/// direction of the line used as a base has to be inverted
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/// </summary>
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public void UpdatePosition()
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{
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bool invertline = false;
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if (up)
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{
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if (level.extrafloor && level.type == SectorLevelType.Ceiling)
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{
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if (sidedef.IsFront)
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invertline = true;
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}
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else
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{
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if (!sidedef.IsFront)
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invertline = true;
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}
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}
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else
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{
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if (level.extrafloor && level.type == SectorLevelType.Floor)
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{
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if (!sidedef.IsFront)
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invertline = true;
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}
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else
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{
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if (sidedef.IsFront)
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invertline = true;
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}
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}
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if (invertline)
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SetPosition(new Line2D(sidedef.Line.End.Position, sidedef.Line.Start.Position), level.plane);
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else
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SetPosition(sidedef.Line.Line, level.plane);
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}
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/// <summary>
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/// Tries to find a slope handle to pivot around. If possible if finds the handle belonging to a line that has the
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/// same angle as the start handle, and is the furthest away. If such a handle does not exist it finds one that's
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/// closest to those specs
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/// </summary>
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/// <returns></returns>
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public override VisualSlope GetSmartPivotHandle()
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{
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List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
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// Special handling for triangular sectors
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if (selectedsectors.Count == 0 && BuilderPlug.Me.UseOppositeSmartPivotHandle && sidedef.Sector.Sidedefs.Count == 3)
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{
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foreach(VisualVertexSlope vvs in mode.VertexSlopeHandles[sidedef.Sector])
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{
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if (vvs.Level == level && !vvs.Vertex.Linedefs.Contains(sidedef.Line))
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return vvs;
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}
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}
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VisualSlope handle = this;
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List<VisualSidedefSlope> potentialhandles = new List<VisualSidedefSlope>();
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if (selectedsectors.Count == 0)
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{
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// No sectors selected, so find all handles that belong to the same level
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foreach (VisualSidedefSlope checkhandle in mode.SidedefSlopeHandles[sidedef.Sector])
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{
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if (checkhandle != this && checkhandle.Level == level)
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potentialhandles.Add(checkhandle);
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}
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}
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else
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{
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// Sectors are selected, get all handles from those sectors that have the same level
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HashSet<Sector> sectors = new HashSet<Sector>();
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foreach (BaseVisualGeometrySector bvgs in selectedsectors)
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sectors.Add(bvgs.Sector.Sector);
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foreach (Sector s in sectors)
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foreach (VisualSidedefSlope checkhandle in mode.SidedefSlopeHandles[s])
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{
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if (checkhandle != this)
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foreach (BaseVisualGeometrySector bvgs in selectedsectors)
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if (bvgs.Level == checkhandle.Level)
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potentialhandles.Add(checkhandle);
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}
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}
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// 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
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List<VisualSidedefSlope> anglediffsortedhandles = potentialhandles.OrderBy(h => Math.Abs(NormalizedAngleDeg - h.NormalizedAngleDeg)).ToList();
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// 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
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if (anglediffsortedhandles.Count > 0)
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handle = anglediffsortedhandles.Where(h => h.NormalizedAngleDeg == anglediffsortedhandles[0].NormalizedAngleDeg).OrderByDescending(h => Math.Abs(sidedef.Line.Line.GetDistanceToLine(h.sidedef.Line.GetCenterPoint(), false))).First();
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if (handle == this)
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return null;
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return handle;
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}
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public static void ApplySlope(SectorLevel level, Plane plane, BaseVisualMode mode)
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{
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bool applytoceiling = false;
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bool reset = false;
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int height = 0;
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Vector2D center = new Vector2D(level.sector.BBox.X + level.sector.BBox.Width / 2,
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level.sector.BBox.Y + level.sector.BBox.Height / 2);
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if (level.extrafloor)
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{
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// The top side of 3D floors is the ceiling of the sector, but it's a "floor" in UDB, so the
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// ceiling of the control sector has to be modified
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if (level.type == SectorLevelType.Floor)
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applytoceiling = true;
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}
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else
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{
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if (level.type == SectorLevelType.Ceiling)
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applytoceiling = true;
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}
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// If the plane horizontal remove the slope and set the sector height instead
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// Rounding errors can result in offsets of horizontal planes to be a tiny, tiny bit off a whole number,
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// assume we want to remove the plane in this case
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double diff = Math.Abs(Math.Round(plane.d) - plane.d);
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if (plane.Normal.z == 1.0 && diff < 0.000000001)
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{
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reset = true;
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height = -Convert.ToInt32(plane.d);
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}
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if (applytoceiling)
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{
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if (reset)
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{
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level.sector.CeilHeight = height;
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level.sector.CeilSlope = new Vector3D();
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level.sector.CeilSlopeOffset = double.NaN;
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}
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else
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{
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Plane downplane = plane.GetInverted();
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level.sector.CeilSlope = downplane.Normal;
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level.sector.CeilSlopeOffset = downplane.Offset;
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}
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}
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else
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{
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if (reset)
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{
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level.sector.FloorHeight = height;
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level.sector.FloorSlope = new Vector3D();
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level.sector.FloorSlopeOffset = double.NaN;
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}
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else
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{
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level.sector.FloorSlope = plane.Normal;
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level.sector.FloorSlopeOffset = plane.Offset;
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}
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}
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// Rebuild sector
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BaseVisualSector vs;
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if (mode.VisualSectorExists(level.sector))
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{
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vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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}
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else
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{
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vs = mode.CreateBaseVisualSector(level.sector);
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}
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if (vs != null) vs.UpdateSectorGeometry(true);
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}
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/// <summary>
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/// Gets the pivor point for this slope handle
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/// </summary>
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/// <returns>The pivot point as Vector3D</returns>
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public override Vector3D GetPivotPoint()
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{
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return new Vector3D(sidedef.Line.Line.GetCoordinatesAt(0.5), level.plane.GetZ(sidedef.Line.Line.GetCoordinatesAt(0.5)));
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}
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public List<Vector3D> GetPivotPoints()
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{
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return new List<Vector3D>()
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{
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new Vector3D(sidedef.Line.Start.Position, level.plane.GetZ(sidedef.Line.Start.Position)),
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new Vector3D(sidedef.Line.End.Position, level.plane.GetZ(sidedef.Line.End.Position))
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};
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}
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#endregion
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#region ================== Events
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public override void OnChangeTargetHeight(int amount)
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{
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VisualSlope pivothandle = null;
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List<IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false);
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List<SectorLevel> levels = new List<SectorLevel>();
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if (selectedsectors.Count == 0)
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levels.Add(level);
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else
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{
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foreach (BaseVisualGeometrySector bvgs in selectedsectors)
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levels.Add(bvgs.Level);
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if (!levels.Contains(level))
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levels.Add(level);
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}
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// Try to find a slope handle the user set to be the pivot handle
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// TODO: doing this every time is kind of stupid. Maybe store the pivot handle in the mode?
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foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in mode.AllSlopeHandles)
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{
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foreach (VisualSlope handle in kvp.Value)
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{
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if (handle.Pivot)
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{
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pivothandle = handle;
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break;
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}
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}
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}
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// Can't pivot around itself
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if(pivothandle == this)
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{
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General.Interface.DisplayStatus(Windows.StatusType.Warning, "Slope handle to modify can't be the same as the pivot handle");
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return;
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}
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// User didn't set a pivot handle, try to find the smart pivot handle
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if(pivothandle == null)
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pivothandle = GetSmartPivotHandle();
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// Still no pivot handle, cancle
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if (pivothandle == null)
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return;
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// Build a new plane. p1 and p2 are the points of the slope handle that is modified, with the changed amound added; p3 is on the line of the pivot handle
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Vector3D p1 = new Vector3D(sidedef.Line.Start.Position, level.plane.GetZ(sidedef.Line.Start.Position) + amount);
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Vector3D p2 = new Vector3D(sidedef.Line.End.Position, level.plane.GetZ(sidedef.Line.End.Position) + amount);
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Vector3D p3 = pivothandle.GetPivotPoint();
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Plane plane = new Plane(p1, p2, p3, true);
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// Completely vertical planes are not possible. This can for example happen when trying to pivot around the slope handle on the opposite side of a line
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if (Math.Abs(plane.a) == 1.0 || Math.Abs(plane.b) == 1.0)
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{
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General.Interface.DisplayStatus(Windows.StatusType.Warning, "Resulting plane is completely vertical, which is impossible. Aborting");
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return;
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}
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mode.CreateUndo("Change slope");
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// Apply slope to surfaces
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foreach (SectorLevel l in levels)
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ApplySlope(l, plane, mode);
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mode.SetActionResult("Changed slope.");
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}
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#endregion
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}
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} |