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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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974 lines
28 KiB
C#
Executable file
974 lines
28 KiB
C#
Executable file
#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.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderEffects
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{
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public partial class JitterSectorsForm : DelayedForm
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{
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#region ================== Variables
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private readonly string editingModeName;
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private readonly List<VisualSector> visualSectors;
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private readonly List<VisualVertexPair> visualVerts;
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private readonly TranslationOffsetVertexData[] vertexData;
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private readonly List<SectorData> sectorData;
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private readonly List<SidedefData> sidedefData;
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private readonly int MaxSafeDistance;
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private readonly int MaxSafeHeightDistance;
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//settings
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private static bool keepExistingSideTextures = true;
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private static bool useFloorVertexHeights;
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private static bool useCeilingVertexHeights;
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private static int storedceiloffsetmode;
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private static int storedflooroffsetmode;
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#endregion
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#region ================== Structs
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private struct TranslationOffsetVertexData
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{
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public Vertex Vertex;
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public Vector2D InitialPosition;
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public int SafeDistance;
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public float JitterAngle;
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}
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private struct HeightOffsetVertexData
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{
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public Vertex Vertex;
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public float InitialFloorHeight;
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public float InitialCeilingHeight;
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public float ZFloor;
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public float ZCeiling;
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public float JitterFloorHeight;
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public float JitterCeilingHeight;
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}
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private struct SectorData
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{
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public Sector Sector;
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public HeightOffsetVertexData[] Verts;
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public int InitialCeilingHeight;
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public int InitialFloorHeight;
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public int SafeDistance;
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public float JitterFloorHeight;
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public float JitterCeilingHeight;
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public bool Triangular;
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}
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private struct SidedefData
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{
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public Sidedef Side;
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public string HighTexture;
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public string OtherLowTexture;
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public string OtherHighTexture;
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public string LowTexture;
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public bool PegTop;
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public bool PegBottom;
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public bool UpdateTextureOnOtherSide;
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}
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#endregion
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#region ================== Constructor / Setup
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public JitterSectorsForm(string editingModeName)
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{
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this.editingModeName = editingModeName;
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InitializeComponent();
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//get selection
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List<Vertex> verts = new List<Vertex>();
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List<Sector> sectors = new List<Sector>();
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if(editingModeName == "BaseVisualMode")
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{
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VisualMode vm = (VisualMode)General.Editing.Mode;
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List<VisualGeometry> visualGeometry = vm.GetSelectedSurfaces();
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visualSectors = new List<VisualSector>();
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//get selected visual and regular sectors
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foreach(VisualGeometry vg in visualGeometry)
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{
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if(vg.GeometryType != VisualGeometryType.CEILING && vg.GeometryType != VisualGeometryType.FLOOR)
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continue;
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if(vg.Sector != null && vg.Sector.Sector != null)
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{
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foreach(Sidedef sd in vg.Sector.Sector.Sidedefs)
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{
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if(!verts.Contains(sd.Line.Start))
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verts.Add(sd.Line.Start);
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if(!verts.Contains(sd.Line.End))
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verts.Add(sd.Line.End);
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}
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sectors.Add(vg.Sector.Sector);
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visualSectors.Add(vg.Sector);
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}
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}
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//also get visual sectors around selected ones (because they also may be affected)
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List<Vertex> affectedVerts = new List<Vertex>();
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foreach(Sector s in sectors)
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{
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(!affectedVerts.Contains(sd.Line.Start))
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affectedVerts.Add(sd.Line.Start);
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if(!affectedVerts.Contains(sd.Line.End))
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affectedVerts.Add(sd.Line.End);
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}
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}
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List<Sector> affectedSectors = new List<Sector>();
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foreach(Vertex v in affectedVerts)
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{
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foreach(Linedef l in v.Linedefs)
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{
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if(l.Front != null && !sectors.Contains(l.Front.Sector)
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&& !affectedSectors.Contains(l.Front.Sector)
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&& vm.VisualSectorExists(l.Front.Sector))
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{
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visualSectors.Add(vm.GetVisualSector(l.Front.Sector));
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affectedSectors.Add(l.Front.Sector);
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}
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if(l.Back != null && !sectors.Contains(l.Back.Sector)
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&& !affectedSectors.Contains(l.Back.Sector)
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&& vm.VisualSectorExists(l.Back.Sector))
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{
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visualSectors.Add(vm.GetVisualSector(l.Back.Sector));
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affectedSectors.Add(l.Back.Sector);
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}
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}
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}
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visualVerts = new List<VisualVertexPair>();
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foreach(Vertex vert in affectedVerts)
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{
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if(vm.VisualVertices.ContainsKey(vert)) visualVerts.Add(vm.VisualVertices[vert]);
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}
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}
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else if(editingModeName == "SectorsMode")
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{
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ICollection<Sector> list = General.Map.Map.GetSelectedSectors(true);
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foreach(Sector s in list)
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{
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(!verts.Contains(sd.Line.Start))
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verts.Add(sd.Line.Start);
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if(!verts.Contains(sd.Line.End))
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verts.Add(sd.Line.End);
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}
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sectors.Add(s);
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}
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}
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if(verts.Count == 0 || sectors.Count == 0)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Unable to get sectors from selection!");
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return;
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}
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//create undo
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General.Map.UndoRedo.ClearAllRedos();
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General.Map.UndoRedo.CreateUndo("Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector"));
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//update window header
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this.Text = "Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector");
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//store intial properties
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//process verts...
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Dictionary<Vertex, TranslationOffsetVertexData> data = new Dictionary<Vertex, TranslationOffsetVertexData>();
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foreach(Vertex v in verts)
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{
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TranslationOffsetVertexData vd = new TranslationOffsetVertexData();
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vd.Vertex = v;
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vd.InitialPosition = v.Position;
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data.Add(v, vd);
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}
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foreach(Vertex v in verts)
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{
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if(v.Linedefs == null) continue;
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//get nearest linedef
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Linedef closestLine = null;
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float distance = float.MaxValue;
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// Go for all linedefs in selection
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(v.Linedefs.Contains(l)) continue;
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// Calculate distance and check if closer than previous find
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float d = l.SafeDistanceToSq(v.Position, true);
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if(d < distance)
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{
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// This one is closer
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closestLine = l;
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distance = d;
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}
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}
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if(closestLine == null) continue;
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float closestLineDistance = Vector2D.Distance(v.Position, closestLine.NearestOnLine(v.Position));
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//check SafeDistance of closest line
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if(data.ContainsKey(closestLine.Start)
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&& data[closestLine.Start].SafeDistance > closestLineDistance)
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{
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TranslationOffsetVertexData vd = data[closestLine.Start];
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vd.SafeDistance = (int)Math.Floor(closestLineDistance);
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data[closestLine.Start] = vd;
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}
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if(data.ContainsKey(closestLine.End)
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&& data[closestLine.End].SafeDistance > closestLineDistance)
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{
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TranslationOffsetVertexData vd = data[closestLine.End];
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vd.SafeDistance = (int)Math.Floor(closestLineDistance);
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data[closestLine.End] = vd;
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}
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//save SafeDistance
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int dist = (int)Math.Floor(closestLineDistance);
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if(data[v].SafeDistance == 0 || data[v].SafeDistance > dist)
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{
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TranslationOffsetVertexData vd = data[v];
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vd.SafeDistance = dist;
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data[v] = vd;
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}
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}
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//store properties
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vertexData = new TranslationOffsetVertexData[data.Values.Count];
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data.Values.CopyTo(vertexData, 0);
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for(int i = 0; i < data.Count; i++)
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{
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if(vertexData[i].SafeDistance > 0)
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vertexData[i].SafeDistance /= 2;
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if(MaxSafeDistance < vertexData[i].SafeDistance)
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MaxSafeDistance = vertexData[i].SafeDistance;
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}
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//process sectors and linedes
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sectorData = new List<SectorData>();
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sidedefData = new List<SidedefData>();
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foreach(Sector s in sectors)
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{
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SectorData sd = new SectorData();
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sd.Sector = s;
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sd.InitialCeilingHeight = s.CeilHeight;
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sd.InitialFloorHeight = s.FloorHeight;
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sd.Triangular = General.Map.UDMF && s.Sidedefs.Count == 3;
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if(sd.Triangular)
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{
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Vertex[] sectorverts = GetSectorVerts(s);
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sd.Verts = new HeightOffsetVertexData[sectorverts.Length];
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for(int i = 0; i < sectorverts.Length; i++)
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{
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HeightOffsetVertexData vd = new HeightOffsetVertexData();
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vd.Vertex = sectorverts[i];
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vd.ZFloor = sectorverts[i].ZFloor;
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vd.ZCeiling = sectorverts[i].ZCeiling;
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vd.InitialFloorHeight = float.IsNaN(vd.ZFloor) ? GetHighestFloor(sectorverts[i]) : sectorverts[i].ZFloor;
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vd.InitialCeilingHeight = float.IsNaN(vd.ZCeiling) ? GetLowestCeiling(sectorverts[i]) : sectorverts[i].ZCeiling;
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sd.Verts[i] = vd;
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}
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}
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sd.SafeDistance = (s.CeilHeight - s.FloorHeight) / 2;
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if(sd.SafeDistance > MaxSafeHeightDistance) MaxSafeHeightDistance = sd.SafeDistance;
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sectorData.Add(sd);
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foreach(Sidedef side in s.Sidedefs)
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{
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//store initial sidedef properties
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SidedefData sdd = new SidedefData();
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sdd.Side = side;
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sdd.LowTexture = side.LowTexture;
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sdd.HighTexture = side.HighTexture;
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sdd.PegBottom = side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
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sdd.PegTop = side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag);
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if(side.Other != null && !sectors.Contains(side.Other.Sector))
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{
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sdd.UpdateTextureOnOtherSide = true;
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sdd.OtherHighTexture = side.Other.HighTexture;
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sdd.OtherLowTexture = side.Other.LowTexture;
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}
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sidedefData.Add(sdd);
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}
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}
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positionJitterAmmount.Maximum = MaxSafeDistance;
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floorHeightAmmount.Maximum = MaxSafeHeightDistance;
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ceilingHeightAmmount.Maximum = MaxSafeHeightDistance;
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//set editing settings
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cbKeepExistingTextures.Checked = keepExistingSideTextures;
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ceiloffsetmode.SelectedIndex = storedceiloffsetmode;
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flooroffsetmode.SelectedIndex = storedflooroffsetmode;
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//vertex heights can not be set in non-UDMF maps
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if(General.Map.UDMF)
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{
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cbUseFloorVertexHeights.Checked = useFloorVertexHeights;
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cbUseCeilingVertexHeights.Checked = useCeilingVertexHeights;
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}
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else
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{
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useFloorVertexHeights = false;
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cbUseFloorVertexHeights.Checked = false;
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cbUseFloorVertexHeights.Enabled = false;
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useCeilingVertexHeights = false;
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cbUseCeilingVertexHeights.Checked = false;
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cbUseCeilingVertexHeights.Enabled = false;
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}
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//texture pickers
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textureLower.Initialize();
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textureUpper.Initialize();
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//We can't use floor/ceiling textures when MixTexturesFlats is disabled
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if(General.Map.Config.MixTexturesFlats)
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{
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textureLower.TextureName = General.Settings.DefaultFloorTexture;
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textureUpper.TextureName = General.Settings.DefaultCeilingTexture;
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}
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else
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{
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textureLower.TextureName = General.Settings.DefaultTexture;
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textureUpper.TextureName = General.Settings.DefaultTexture;
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cbUpperTexStyle.Items[1] = "Use default texture";
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cbLowerTexStyle.Items[1] = "Use default texture";
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}
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cbUpperTexStyle.SelectedIndex = 0;
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cbLowerTexStyle.SelectedIndex = 0;
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UpdateTextureSelectors(); //update interface
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//create random values
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UpdateAngles();
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UpdateFloorHeights();
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UpdateCeilingHeights();
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}
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#endregion
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#region ================== Methods
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private static float GetLowestCeiling(Vertex v)
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{
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if(v.Linedefs.Count == 0) return float.NaN;
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List<Sector> sectors = GetSectors(v);
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if(sectors.Count == 0) return float.NaN;
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float target = sectors[0].CeilHeight;
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for(int i = 1; i < sectors.Count; i++)
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{
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if(target > sectors[i].CeilHeight && sectors[i].Sidedefs.Count == 3)
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target = sectors[i].CeilHeight;
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}
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return target;
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}
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private static float GetHighestFloor(Vertex v)
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{
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if(v.Linedefs.Count == 0) return float.NaN;
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List<Sector> sectors = GetSectors(v);
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if(sectors.Count == 0) return float.NaN;
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float target = sectors[0].FloorHeight;
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for(int i = 1; i < sectors.Count; i++)
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{
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if(target < sectors[i].FloorHeight && sectors[i].Sidedefs.Count == 3)
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target = sectors[i].FloorHeight;
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}
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return target;
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}
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private static List<Sector> GetSectors(Vertex v)
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{
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List<Sector> result = new List<Sector>();
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foreach(Linedef l in v.Linedefs)
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{
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if(l.Front != null && l.Front.Sector != null && !result.Contains(l.Front.Sector))
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result.Add(l.Front.Sector);
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if(l.Back != null && l.Back.Sector != null && !result.Contains(l.Back.Sector))
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result.Add(l.Back.Sector);
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}
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return result;
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}
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private static Vertex[] GetSectorVerts(Sector s)
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{
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List<Vertex> result = new List<Vertex>();
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foreach(Sidedef side in s.Sidedefs)
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{
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if(side.Line == null) continue;
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if(!result.Contains(side.Line.Start)) result.Add(side.Line.Start);
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if(!result.Contains(side.Line.End)) result.Add(side.Line.End);
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}
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return result.ToArray();
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}
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#endregion
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#region ================== Utility
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private void ApplyTranslationJitter(int ammount)
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{
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for(int i = 0; i < vertexData.Length; i++)
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{
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int curAmmount = ammount > vertexData[i].SafeDistance ? vertexData[i].SafeDistance : ammount;
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vertexData[i].Vertex.Move(new Vector2D(vertexData[i].InitialPosition.x + (int)(Math.Sin(vertexData[i].JitterAngle) * curAmmount), vertexData[i].InitialPosition.y + (int)(Math.Cos(vertexData[i].JitterAngle) * curAmmount)));
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}
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//update view
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if(editingModeName == "BaseVisualMode")
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{
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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UpdateVisualGeometry();
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}
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else
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{
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General.Interface.RedrawDisplay();
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}
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}
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private void ApplyCeilingHeightJitter(int ammount)
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{
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for(int i = 0; i < sectorData.Count; i++)
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{
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int curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
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if(sectorData[i].Triangular && cbUseCeilingVertexHeights.Checked)
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{
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foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
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{
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vd.Vertex.ZCeiling = vd.InitialCeilingHeight - (float)Math.Floor(curAmmount
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* ModifyByOffsetMode(vd.JitterCeilingHeight, ceiloffsetmode.SelectedIndex));
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}
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}
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else
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{
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sectorData[i].Sector.CeilHeight = sectorData[i].InitialCeilingHeight - (int)Math.Floor(curAmmount
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* ModifyByOffsetMode(sectorData[i].JitterCeilingHeight, ceiloffsetmode.SelectedIndex));
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}
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}
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//update view
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if(editingModeName == "BaseVisualMode")
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{
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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UpdateVisualGeometry();
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}
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UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, false);
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}
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private void ApplyFloorHeightJitter(int ammount)
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{
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for(int i = 0; i < sectorData.Count; i++)
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{
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int curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
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if(sectorData[i].Triangular && cbUseFloorVertexHeights.Checked)
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{
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foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
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{
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vd.Vertex.ZFloor = vd.InitialFloorHeight + (float)Math.Floor(curAmmount
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* ModifyByOffsetMode(vd.JitterFloorHeight, flooroffsetmode.SelectedIndex));
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}
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}
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else
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{
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sectorData[i].Sector.FloorHeight = sectorData[i].InitialFloorHeight + (int)Math.Floor(curAmmount
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* ModifyByOffsetMode(sectorData[i].JitterFloorHeight, flooroffsetmode.SelectedIndex));
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}
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}
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//update view
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if(editingModeName == "BaseVisualMode")
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{
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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UpdateVisualGeometry();
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}
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|
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
|
|
}
|
|
|
|
private static float ModifyByOffsetMode(float value, int mode)
|
|
{
|
|
switch(mode)
|
|
{
|
|
case 0: //Raise and lower
|
|
return value;
|
|
|
|
case 1: //Raise only
|
|
return Math.Abs(value);
|
|
|
|
case 2: //Lower only
|
|
return -Math.Abs(value);
|
|
|
|
default:
|
|
throw new NotImplementedException("JitterSectorsForm.ModifyByOffsetMode: got unknown mode (" + mode + ")");
|
|
}
|
|
}
|
|
|
|
private void UpdateVisualGeometry()
|
|
{
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorGeometry(true);
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
|
|
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
|
|
foreach(VisualVertexPair pair in visualVerts)
|
|
{
|
|
pair.Changed = true;
|
|
pair.Update();
|
|
}
|
|
}
|
|
|
|
private void UpdateTextureSelectors()
|
|
{
|
|
cbLowerTexStyle.Enabled = floorHeightAmmount.Value > 0;
|
|
cbUpperTexStyle.Enabled = ceilingHeightAmmount.Value > 0;
|
|
gbLowerTexture.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex > 0;
|
|
gbUpperTexture.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex > 0;
|
|
textureLower.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex == 2;
|
|
textureUpper.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex == 2;
|
|
}
|
|
|
|
private void UpdateUpperTextures(int index, bool updateGeometry)
|
|
{
|
|
if(index == -1) return;
|
|
|
|
if(index == 0) //revert
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
SetUpperTexture(sd, sd.HighTexture);
|
|
}
|
|
else if(index == 1) //use ceiling or default texture
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
if(sd.Side.Sector != null)
|
|
{
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetUpperTexture(sd, sd.Side.Sector.CeilTexture, sd.Side.Other.Sector.CeilTexture);
|
|
else SetUpperTexture(sd, sd.Side.Sector.CeilTexture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(SidedefData sd in sidedefData) SetUpperTexture(sd, General.Settings.DefaultTexture);
|
|
}
|
|
}
|
|
else if(index == 2) //use given texture
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
SetUpperTexture(sd, textureUpper.TextureName);
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry();
|
|
}
|
|
|
|
private void UpdateLowerTextures(int index, bool updateGeometry)
|
|
{
|
|
if(index == -1) return;
|
|
|
|
if(index == 0) //revert
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
SetLowerTexture(sd, sd.LowTexture);
|
|
}
|
|
else if(index == 1) //use floor or default texture
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
if(sd.Side.Sector != null)
|
|
{
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetLowerTexture(sd, sd.Side.Sector.FloorTexture, sd.Side.Other.Sector.FloorTexture);
|
|
else SetLowerTexture(sd, sd.Side.Sector.FloorTexture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(SidedefData sd in sidedefData) SetLowerTexture(sd, General.Settings.DefaultTexture);
|
|
}
|
|
}
|
|
else if(index == 2) //use given texture
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
SetLowerTexture(sd, textureLower.TextureName);
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Set Textures
|
|
|
|
private void SetUpperTexture(SidedefData sd, string textureName)
|
|
{
|
|
SetUpperTexture(sd, textureName, textureName);
|
|
}
|
|
|
|
private void SetUpperTexture(SidedefData sd, string textureName, string otherTextureName)
|
|
{
|
|
if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.HighTexture) || sd.HighTexture == "-")
|
|
sd.Side.SetTextureHigh(textureName);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherHighTexture) || sd.OtherHighTexture == "-"))
|
|
sd.Side.Other.SetTextureHigh(otherTextureName);
|
|
}
|
|
|
|
private void SetLowerTexture(SidedefData sd, string textureName)
|
|
{
|
|
SetLowerTexture(sd, textureName, textureName);
|
|
}
|
|
|
|
private void SetLowerTexture(SidedefData sd, string textureName, string otherTextureName)
|
|
{
|
|
if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.LowTexture) || sd.LowTexture == "-")
|
|
sd.Side.SetTextureLow(textureName);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherLowTexture) || sd.OtherLowTexture == "-"))
|
|
sd.Side.Other.SetTextureLow(otherTextureName);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Jitter generation
|
|
|
|
private void UpdateAngles()
|
|
{
|
|
for(int i = 0; i < vertexData.Length; i++)
|
|
{
|
|
TranslationOffsetVertexData vd = vertexData[i];
|
|
vd.JitterAngle = (float)(General.Random(0, 359) * Math.PI / 180f);
|
|
vertexData[i] = vd;
|
|
}
|
|
}
|
|
|
|
private void UpdateFloorHeights()
|
|
{
|
|
for(int i = 0; i < sectorData.Count; i++)
|
|
{
|
|
SectorData sd = sectorData[i];
|
|
|
|
if(sd.Triangular)
|
|
{
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
HeightOffsetVertexData vd = sd.Verts[c];
|
|
vd.JitterFloorHeight = General.Random(-100, 100) / 100f;
|
|
sd.Verts[c] = vd;
|
|
}
|
|
}
|
|
|
|
sd.JitterFloorHeight = General.Random(-100, 100) / 100f;
|
|
sectorData[i] = sd;
|
|
}
|
|
}
|
|
|
|
private void UpdateCeilingHeights()
|
|
{
|
|
for(int i = 0; i < sectorData.Count; i++)
|
|
{
|
|
SectorData sd = sectorData[i];
|
|
|
|
if(sd.Triangular)
|
|
{
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
HeightOffsetVertexData vd = sd.Verts[c];
|
|
vd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
|
|
sd.Verts[c] = vd;
|
|
}
|
|
}
|
|
|
|
sd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
|
|
sectorData[i] = sd;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
private void bApply_Click(object sender, EventArgs e)
|
|
{
|
|
//store settings
|
|
keepExistingSideTextures = cbKeepExistingTextures.Checked;
|
|
useFloorVertexHeights = cbUseFloorVertexHeights.Checked;
|
|
useCeilingVertexHeights = cbUseCeilingVertexHeights.Checked;
|
|
storedceiloffsetmode = ceiloffsetmode.SelectedIndex;
|
|
storedflooroffsetmode = flooroffsetmode.SelectedIndex;
|
|
|
|
// Clean unused sidedef textures
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
sd.Side.RemoveUnneededTextures(false);
|
|
|
|
if(sd.UpdateTextureOnOtherSide)
|
|
sd.Side.Other.RemoveUnneededTextures(false);
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Clear selection
|
|
General.Actions.InvokeAction("builder_clearselection");
|
|
|
|
this.DialogResult = DialogResult.OK;
|
|
Close();
|
|
}
|
|
|
|
private void bCancel_Click(object sender, EventArgs e)
|
|
{
|
|
this.DialogResult = DialogResult.Cancel;
|
|
Close();
|
|
}
|
|
|
|
private void JitterSectorsForm_FormClosing(object sender, FormClosingEventArgs e)
|
|
{
|
|
if(this.DialogResult == DialogResult.Cancel)
|
|
General.Map.UndoRedo.WithdrawUndo(); //undo changes
|
|
}
|
|
|
|
private void positionJitterAmmount_OnValueChanging(object sender, EventArgs e)
|
|
{
|
|
ApplyTranslationJitter(positionJitterAmmount.Value);
|
|
}
|
|
|
|
private void ceilingHeightAmmount_OnValueChanging(object sender, EventArgs e)
|
|
{
|
|
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
private void floorHeightAmmount_OnValueChanging(object sender, EventArgs e)
|
|
{
|
|
ApplyFloorHeightJitter(floorHeightAmmount.Value);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
private void cbKeepExistingTextures_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
//revert possible changes
|
|
if(cbKeepExistingTextures.Checked)
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
{
|
|
if(!string.IsNullOrEmpty(sd.HighTexture))
|
|
sd.Side.SetTextureHigh(sd.HighTexture);
|
|
|
|
if(sd.UpdateTextureOnOtherSide && !string.IsNullOrEmpty(sd.OtherHighTexture))
|
|
sd.Side.Other.SetTextureHigh(sd.OtherHighTexture);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode") UpdateVisualGeometry();
|
|
}
|
|
else
|
|
{
|
|
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
|
|
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
}
|
|
}
|
|
|
|
private void cbUseFloorVertexHeights_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
//Reset values?
|
|
if(!cbUseFloorVertexHeights.Checked || floorHeightAmmount.Value == 0)
|
|
{
|
|
foreach(SectorData data in sectorData)
|
|
{
|
|
if(!data.Triangular) continue;
|
|
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZFloor = vd.ZFloor;
|
|
}
|
|
}
|
|
|
|
//update changes
|
|
ApplyFloorHeightJitter(floorHeightAmmount.Value);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
private void cbUseCeilingVertexHeights_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
//Reset values?
|
|
if(!cbUseCeilingVertexHeights.Checked || ceilingHeightAmmount.Value == 0)
|
|
{
|
|
foreach(SectorData data in sectorData)
|
|
{
|
|
if(!data.Triangular) continue;
|
|
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZCeiling = vd.ZCeiling;
|
|
}
|
|
}
|
|
|
|
//update changes
|
|
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
#region ================== Update Events
|
|
|
|
private void bUpdateTranslation_Click(object sender, EventArgs e)
|
|
{
|
|
UpdateAngles();
|
|
ApplyTranslationJitter(positionJitterAmmount.Value);
|
|
}
|
|
|
|
private void bUpdateCeilingHeight_Click(object sender, EventArgs e)
|
|
{
|
|
UpdateCeilingHeights();
|
|
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
}
|
|
|
|
private void bUpdateFloorHeight_Click(object sender, EventArgs e)
|
|
{
|
|
UpdateFloorHeights();
|
|
ApplyFloorHeightJitter(floorHeightAmmount.Value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Height Offset Mode Events
|
|
|
|
private void ceiloffsetmode_SelectedIndexChanged(object sender, EventArgs e)
|
|
{
|
|
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
|
|
}
|
|
|
|
private void flooroffsetmode_SelectedIndexChanged(object sender, EventArgs e)
|
|
{
|
|
ApplyFloorHeightJitter(floorHeightAmmount.Value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Pegging Events
|
|
|
|
private void cbPegTop_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
if(cbPegTop.Checked) //apply flag
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
|
|
}
|
|
else //revert to initial setting
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, sd.PegTop);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode")
|
|
{
|
|
General.Map.Data.UpdateUsedTextures();
|
|
UpdateVisualGeometry();
|
|
}
|
|
}
|
|
|
|
private void cbPegBottom_CheckedChanged(object sender, EventArgs e)
|
|
{
|
|
if(cbPegBottom.Checked) //apply flag
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
|
|
}
|
|
else //revert to initial setting
|
|
{
|
|
foreach(SidedefData sd in sidedefData)
|
|
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, sd.PegBottom);
|
|
}
|
|
|
|
if(editingModeName == "BaseVisualMode")
|
|
{
|
|
General.Map.Data.UpdateUsedTextures();
|
|
UpdateVisualGeometry();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Picker Events
|
|
|
|
//texture pickers
|
|
private void textureLower_OnValueChanged(object sender, EventArgs e)
|
|
{
|
|
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
|
|
}
|
|
|
|
private void textureUpper_OnValueChanged(object sender, EventArgs e)
|
|
{
|
|
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Texture Style Selector Events
|
|
|
|
//texture style selectors
|
|
private void cbUpperTexStyle_SelectedIndexChanged(object sender, EventArgs e)
|
|
{
|
|
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
private void cbLowerTexStyle_SelectedIndexChanged(object sender, EventArgs e)
|
|
{
|
|
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
|
|
UpdateTextureSelectors();
|
|
}
|
|
|
|
#endregion
|
|
|
|
//HALP!
|
|
private void JitterSectorsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
|
|
{
|
|
General.ShowHelp("gzdb/features/all_modes/jitter.html");
|
|
hlpevent.Handled = true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|