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ba67a87c75
(Text labels are removed because of performance issues)
1737 lines
58 KiB
C#
Executable file
1737 lines
58 KiB
C#
Executable file
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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;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Windows.Forms;
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using System.Drawing;
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using CodeImp.DoomBuilder.Windows;
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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.StairSectorBuilderMode
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{
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//[EditMode(DisplayName = "Stair Sector Builder",
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// Volatile = true)]
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[EditMode(DisplayName = "Stair Sector Builder Mode",
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SwitchAction = "stairsectorbuildermode", // Action name used to switch to this mode
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ButtonImage = "StairIcon.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 500, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true,
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SafeStartMode = false,
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Volatile = true )]
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public sealed class StairSectorBuilderMode : ClassicMode
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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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private const float CONTROLPOINT_SIZE = 10.0f;
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private const int INNER_SPLINE = 0;
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private const int OUTER_SPLINE = 1;
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#endregion
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#region ================== Variables
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private StairSectorBuilderForm stairsectorbuilderform;
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private List<StairInfo> stairsectors;
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// private List<Vector2D> controlpoints;
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// private List<Vector2D> tangents;
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private List<CatmullRomSplineGroup> catmullromsplinegroups;
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private int numcontrolpoints;
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private ControlpointPointer selectedcontrolpoint;
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private bool linesconnected;
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private List<ConnectedLinedefs> connectedlinedefs;
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private bool baseheightset;
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private int oldflipping = -1;
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private List<List<Vector2D>> exactsplines;
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#endregion
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#region ================== Structures
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private struct CatmullRomSplineData
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{
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public Line2D line;
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public List<Vector2D> controlpoints;
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public List<Vector2D> tangents;
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}
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private struct CatmullRomSplineGroup
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{
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public CatmullRomSplineData[] splines;
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public Linedef sourcelinedef;
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}
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private struct ControlpointPointer
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{
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public int crsg;
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public int crsd;
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public int cp;
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}
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private struct ConnectedLinedefs
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{
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public bool closed;
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public int sector;
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public List<Linedef> linedefs;
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public Linedef firstlinedef;
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}
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private struct StairInfo
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{
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public int floorheight;
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public int ceilingheight;
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public List<List<Vector2D>> sectors;
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public List<List<Vector2D>> postlines;
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}
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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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#endregion
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#region ================== Methods
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private void InitializeCatmullRomSplines()
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{
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numcontrolpoints = stairsectorbuilderform.NumControlPoints;
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if(General.Map.Map.GetSelectedLinedefs(true).Count <= 0) return;
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if(catmullromsplinegroups == null)
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catmullromsplinegroups = new List<CatmullRomSplineGroup>();
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else
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catmullromsplinegroups.Clear();
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List<Linedef> sourceld = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
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for(int l1 = 0; l1 < sourceld.Count - 1; l1++)
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{
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int l2 = l1 + 1;
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Vector2D s1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].End.Position : sourceld[l1].Start.Position;
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Vector2D e1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].Start.Position : sourceld[l1].End.Position;
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Vector2D s2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].End.Position : sourceld[l2].Start.Position;
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Vector2D e2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].Start.Position : sourceld[l2].End.Position;
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//innerline = new Line2D(sourceld[l2].Start.Position, sourceld[l1].Start.Position);
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//outerline = new Line2D(sourceld[l1].End.Position, sourceld[l2].End.Position);
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Line2D innerline = new Line2D(s2, s1);
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Line2D outerline = new Line2D(e1, e2);
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CatmullRomSplineData innerspline = new CatmullRomSplineData();
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innerspline.controlpoints = new List<Vector2D>();
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innerspline.line = innerline;
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innerspline.controlpoints.Add(new Vector2D(innerline.v1));
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for(int k = 1; k <= numcontrolpoints - 2; k++)
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innerspline.controlpoints.Add(new Vector2D(innerline.GetCoordinatesAt(1.0f / (numcontrolpoints - 1) * k)));
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innerspline.controlpoints.Add(new Vector2D(innerline.v2));
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ComputeTangents(ref innerspline);
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CatmullRomSplineData outerspline = new CatmullRomSplineData();
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outerspline.controlpoints = new List<Vector2D>();
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outerspline.line = outerline;
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outerspline.controlpoints.Add(new Vector2D(outerline.v1));
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for(int k = 1; k <= numcontrolpoints - 2; k++)
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outerspline.controlpoints.Add(new Vector2D(outerline.GetCoordinatesAt(1.0f / (numcontrolpoints - 1) * k)));
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outerspline.controlpoints.Add(new Vector2D(outerline.v2));
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ComputeTangents(ref outerspline);
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CatmullRomSplineGroup splinegroup = new CatmullRomSplineGroup();
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splinegroup.splines = new CatmullRomSplineData[2];
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splinegroup.splines[INNER_SPLINE] = innerspline;
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splinegroup.splines[OUTER_SPLINE] = outerspline;
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splinegroup.sourcelinedef = sourceld[l1];
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catmullromsplinegroups.Add(splinegroup);
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}
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}
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// Modifies the number of control points on the splines
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public void ModifyControlpointNumber(int num)
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{
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if(catmullromsplinegroups == null) return;
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for(int crsg=0; crsg < catmullromsplinegroups.Count;crsg++) {
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for(int s = 0; s < 2; s++)
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{
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List<Vector2D> verts = GenerateCatmullRom(catmullromsplinegroups[crsg].splines[s], num-1);
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catmullromsplinegroups[crsg].splines[s].controlpoints.Clear();
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foreach(Vector2D v in verts)
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{
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catmullromsplinegroups[crsg].splines[s].controlpoints.Add(v);
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}
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// catmullromsplinegroups[crsg].splines[s].controlpoints.Add(catmullromsplinegroups[crsg].splines[s].line.v1);
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// New tangents of the control points have to be calculated
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ComputeTangents(ref catmullromsplinegroups[crsg].splines[s]);
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}
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}
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}
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// Create the sector data depending on the selected tab
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public void UpdateVertexData()
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{
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// Straight stair
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if(stairsectorbuilderform.Tabs.SelectedIndex == 0)
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{
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if(General.Map.Map.SelectedSectorsCount == 0)
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{
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stairsectors = CreateStraightStairSectorsFromLines(new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true)));
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}
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else
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{
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stairsectors = CreateStraightStairSectorsFromSectors(new List<Sector>(General.Map.Map.GetSelectedSectors(true)));
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}
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}
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// Curved stair
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else if(stairsectorbuilderform.Tabs.SelectedIndex == 1)
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{
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stairsectors = CreateCurvedStairSectors();
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}
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// Catmull Rom stair
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else if(stairsectorbuilderform.Tabs.SelectedIndex == 2)
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{
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if(oldflipping != stairsectorbuilderform.Flipping)
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{
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oldflipping = stairsectorbuilderform.Flipping;
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InitializeCatmullRomSplines();
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}
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exactsplines = new List<List<Vector2D>>();
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stairsectors = CreateCatmullRomStairSectors();
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}
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if(stairsectors.Count > 0)
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{
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stairsectorbuilderform.OriginalCeilingBase = stairsectors[0].ceilingheight;
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stairsectorbuilderform.OriginalFloorBase = stairsectors[0].floorheight;
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}
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}
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/*private bool CheckConnectedLines()
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{
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//List<Linedef> sourceld = new List<Linedef>();
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//if(General.Map.Map.GetSelectedLinedefs(true).Count <= 0 && General.Map.Map.SelectedSectorsCount <= 0)
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//{
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// return false;
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//}
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// connectedlinedefs = new List<ConnectedLinedefs>();
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//foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true))
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//{
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// sourceld.Add(ld);
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//}
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// GetConnectedLines(ref sourceld, -1);
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return true;
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}*/
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private void GetConnectedLines(ref List<Linedef> sourceld, int sector)
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{
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List<Linedef> connectedld = new List<Linedef>();
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Linedef currentld = null;
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connectedlinedefs = new List<ConnectedLinedefs>();
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while(sourceld.Count > 0)
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{
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// List is empty
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if(connectedld.Count == 0)
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{
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connectedld.Add(sourceld[0]);
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currentld = sourceld[0];
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sourceld.RemoveAt(0);
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}
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// Find all connected linedefs starting from the start of the current linedef
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while(currentld != null)
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{
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bool found = false;
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foreach(Linedef ld in sourceld)
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{
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// if(currentld.Start.Linedefs.Contains(ld))
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if(ld.Start == currentld.Start || ld.End == currentld.Start)
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{
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// add the connected linedef to the beginning of the list
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connectedld.Insert(0, ld);
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currentld = ld;
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sourceld.Remove(ld);
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found = true;
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break;
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}
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}
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if(found == false) currentld = null;
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}
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currentld = connectedld[connectedld.Count - 1];
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// Find all connected linedefs starting from the end of the current linedef
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while(currentld != null)
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{
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bool found = false;
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foreach(Linedef ld in sourceld)
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{
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// if(currentld.End.Linedefs.Contains(ld))
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if(ld.Start == currentld.End || ld.End == currentld.End)
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{
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// add the connected linedef to the end of the list
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connectedld.Add(ld);
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currentld = ld;
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sourceld.Remove(ld);
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found = true;
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break;
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}
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}
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if(found == false) currentld = null;
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}
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ConnectedLinedefs cld = new ConnectedLinedefs();
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cld.linedefs = new List<Linedef>();
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cld.sector = sector;
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foreach(Linedef ld in connectedld)
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{
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cld.linedefs.Add(ld);
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}
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if(General.Map.Map.SelectedLinedefsCount > 0)
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{
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foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true))
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{
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if(cld.linedefs.Contains(ld))
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{
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cld.firstlinedef = ld;
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break;
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}
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}
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// if(connectedvertices[0] == cld.firstlinedef.End.Position && connectedvertices[connectedvertices.Count-1] == cld.firstlinedef.Start.Position) {
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}
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else
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{
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cld.closed = true;
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cld.firstlinedef = cld.linedefs[cld.linedefs.Count-1];
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}
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connectedlinedefs.Add(cld);
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connectedld.Clear();
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}
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}
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// Computes the tangents of the control points of a Catmull Rom spline
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private void ComputeTangents(ref CatmullRomSplineData spline)
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{
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float f = 2.0f;
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int i;
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if(spline.tangents == null)
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spline.tangents = new List<Vector2D>();
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else
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spline.tangents.Clear();
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// Special case for the first control point
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// spline.tangents.Add(new Vector2D((spline.controlpoints[1] - spline.controlpoints[0]) / f));
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spline.tangents.Add(new Vector2D(spline.controlpoints[1] - spline.controlpoints[0]));
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for(i = 1; i < spline.controlpoints.Count - 1; i++)
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{
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spline.tangents.Add(new Vector2D((spline.controlpoints[i + 1] - spline.controlpoints[i - 1]) / f));
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}
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// Special case for the last control point
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//spline.tangents.Add(new Vector2D((spline.controlpoints[i] - spline.controlpoints[i - 1]) / f));
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spline.tangents.Add(new Vector2D(spline.controlpoints[i] - spline.controlpoints[i - 1]));
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}
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// Creates sectors for a curved stair
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private List<StairInfo> CreateCurvedStairSectors()
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{
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List<List<Vector2D>> secs = new List<List<Vector2D>>();
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int innervertexmultiplier = stairsectorbuilderform.InnerVertexMultiplier;
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int outervertexmultiplier = stairsectorbuilderform.OuterVertexMultiplier;
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int numsteps = (int)stairsectorbuilderform.NumberOfSectors;
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List<Linedef> sourceld = new List<Linedef>();
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List<StairInfo> stairinfo = new List<StairInfo>();
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StairInfo si;
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List<List<Vector2D>> sisecs = new List<List<Vector2D>>();
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secs.Clear();
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if(General.Map.Map.GetSelectedLinedefs(true).Count <= 0)
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{
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return null;
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}
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// Add all selected linedefs to a source linedef list
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foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true))
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{
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sourceld.Add(ld);
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}
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// Go through all source linedefs
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for(int l1 = 0; l1 < sourceld.Count - 1; l1++)
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{
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// A curve will always be made in the order the lines were selected
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int l2 = l1 + 1;
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float distance = 128;
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bool fixedcurve = true;
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Vector2D s1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].End.Position : sourceld[l1].Start.Position;
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Vector2D e1 = stairsectorbuilderform.Flipping == 1 ? sourceld[l1].Start.Position : sourceld[l1].End.Position;
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Vector2D s2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].End.Position : sourceld[l2].Start.Position;
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Vector2D e2 = stairsectorbuilderform.Flipping == 2 ? sourceld[l2].Start.Position : sourceld[l2].End.Position;
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Line2D innerline, outerline;
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bool clockwise;
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if(Vector2D.Distance(s1, s2) < Vector2D.Distance(e1, e2))
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{
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clockwise = true;
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innerline = new Line2D(s2, s1);
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outerline = new Line2D(e1, e2);
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}
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else // Counter clockwise
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{
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clockwise = false;
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innerline = new Line2D(e1, e2);
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outerline = new Line2D(s2, s1);
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}
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// Compute the angle of the inner and outer line
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double innerangle, outerangle;
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if(sourceld[l1].Angle == sourceld[l2].Angle && stairsectorbuilderform.Flipping != 1 && stairsectorbuilderform.Flipping != 2)
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{
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innerangle = 1;
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outerangle = 1;
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distance = 0;
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fixedcurve = false;
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}
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else
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{
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if(clockwise)
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{
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innerangle = outerangle = sourceld[l1].Angle - sourceld[l2].Angle;
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if(innerangle < 0.0f) innerangle += Angle2D.PI2;
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if(outerangle < 0.0f) outerangle += Angle2D.PI2;
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}
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else
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{
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innerangle = outerangle = sourceld[l2].Angle - sourceld[l1].Angle;
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if(innerangle < 0.0f) innerangle += Angle2D.PI2;
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if(outerangle < 0.0f) outerangle += Angle2D.PI2;
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}
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if(stairsectorbuilderform.Flipping != 0)
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{
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if(sourceld[l1].Angle == sourceld[l2].Angle)
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{
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if(stairsectorbuilderform.Flipping == 1)
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{
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innerangle = Math.Abs(innerangle - Angle2D.PI);
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outerangle = Math.Abs(outerangle - Angle2D.PI);
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}
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else if(stairsectorbuilderform.Flipping == 2)
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{
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innerangle -= Angle2D.PI;
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outerangle -= Angle2D.PI;
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}
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}
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else
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{
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innerangle = Math.Abs(innerangle - Angle2D.PI2);
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outerangle = Math.Abs(outerangle - Angle2D.PI2);
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}
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}
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}
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// Generate the vertices on the curve, and add the start and end vertices of the inner line to the list
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List<Vector2D> innervertices = GenerateCurve(innerline, numsteps * innervertexmultiplier - 1, innerangle, false, distance, fixedcurve);
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innervertices.Insert(0, innerline.v1);
|
|
innervertices.Add(innerline.v2);
|
|
|
|
// Generate the vertices on the curve, and add the start and end vertices of the outer line to the list
|
|
List<Vector2D> outervertices = GenerateCurve(outerline, numsteps * outervertexmultiplier - 1, outerangle, true, distance, fixedcurve);
|
|
outervertices.Insert(0, outerline.v1);
|
|
outervertices.Add(outerline.v2);
|
|
|
|
// If the vertices were created in counter-clockwise order turn them into clockwise order
|
|
if(!clockwise)
|
|
{
|
|
List<Vector2D> tmpvertices = innervertices;
|
|
int tmpmultiplier = innervertexmultiplier;
|
|
|
|
innervertices = outervertices;
|
|
outervertices = tmpvertices;
|
|
|
|
innervertexmultiplier = outervertexmultiplier;
|
|
outervertexmultiplier = tmpmultiplier;
|
|
}
|
|
|
|
// Create the sectors from the created vertices
|
|
for(int i = 0; i < numsteps; i++)
|
|
{
|
|
List<Vector2D> newsec = new List<Vector2D>();
|
|
|
|
// Depending on the outer and innter vertex multipliers more
|
|
// vertices from the curve have to be added to the new sector
|
|
for(int k = 0; k <= outervertexmultiplier; k++)
|
|
{
|
|
newsec.Add(outervertices[i * outervertexmultiplier + k]);
|
|
}
|
|
|
|
// Depending on the outer and innter vertex multipliers more
|
|
// vertices from the curve have to be added to the new sector
|
|
for(int k = 0; k <= innervertexmultiplier; k++)
|
|
{
|
|
newsec.Add(innervertices[(numsteps - 1 - i) * innervertexmultiplier + k]);
|
|
}
|
|
|
|
// Don't forget the add the first vertex again, to actually have
|
|
// a whole sector
|
|
newsec.Add(outervertices[i * outervertexmultiplier]);
|
|
|
|
sisecs.Add(newsec);
|
|
}
|
|
}
|
|
|
|
GetSetTextureAndHeightInfo(sourceld[0], out si);
|
|
|
|
si.sectors = sisecs;
|
|
|
|
stairinfo.Add(si);
|
|
|
|
stairsectorbuilderform.StepMultiplier = sourceld.Count - 1;
|
|
|
|
return stairinfo;
|
|
}
|
|
|
|
/*private List<Vector2D> GenerateCurve(Line2D line, int vertices, float angle, bool backwards)
|
|
{
|
|
return GenerateCurve(line, vertices, angle, backwards, 128, true);
|
|
}*/
|
|
|
|
// This generates the vertices to split the line with, from start to end
|
|
private static List<Vector2D> GenerateCurve(Line2D line, int vertices, double angle, bool backwards, double distance, bool fixedcurve)
|
|
{
|
|
|
|
// Make list
|
|
List<Vector2D> points = new List<Vector2D>(vertices);
|
|
|
|
//Added by Anders Ã…strand 2008-05-18
|
|
//The formulas used are taken from http://mathworld.wolfram.com/CircularSegment.html
|
|
//c and theta are known (length of line and angle parameter). d, R and h are
|
|
//calculated from those two
|
|
//If the curve is not supposed to be a circular segment it's simply deformed to fit
|
|
//the value set for distance.
|
|
|
|
//The vertices are generated to be evenly distributed (by angle) along the curve
|
|
//and lastly they are rotated and moved to fit with the original line
|
|
|
|
//calculate some identities of a circle segment (refer to the graph in the url above)
|
|
double c = line.GetLength();
|
|
double theta = angle;
|
|
|
|
double d = (c / Math.Tan(theta / 2)) / 2;
|
|
double R = d / Math.Cos(theta / 2);
|
|
double h = R - d;
|
|
|
|
double yDeform = fixedcurve ? 1 : distance / h;
|
|
if(backwards) yDeform = -yDeform;
|
|
|
|
for(int v = 1; v <= vertices; v++)
|
|
{
|
|
//calculate the angle for this vertex
|
|
//the curve starts at PI/2 - theta/2 and is segmented into vertices+1 segments
|
|
//this assumes the line is horisontal and on y = 0, the point is rotated and moved later
|
|
|
|
double a = (Math.PI - theta) / 2 + v * (theta / (vertices + 1));
|
|
|
|
//calculate the coordinates of the point, and distort the y coordinate
|
|
//using the deform factor calculated above
|
|
double x = Math.Cos(a) * R;
|
|
double y = (Math.Sin(a) * R - d) * yDeform;
|
|
|
|
//rotate and transform to fit original line
|
|
Vector2D vertex = new Vector2D((float)x, (float)y).GetRotated(line.GetAngle() + Angle2D.PIHALF);
|
|
vertex = vertex.GetTransformed(line.GetCoordinatesAt(0.5f).x, line.GetCoordinatesAt(0.5f).y, 1, 1);
|
|
|
|
points.Add(vertex);
|
|
}
|
|
|
|
// Done
|
|
return points;
|
|
}
|
|
|
|
|
|
// Creates stair sectors from two Catmull Rom splines
|
|
private List<StairInfo> CreateCatmullRomStairSectors()
|
|
{
|
|
List<List<Vector2D>> secs = new List<List<Vector2D>>();
|
|
int innervertexmultiplier = stairsectorbuilderform.InnerVertexMultiplier;
|
|
int outervertexmultiplier = stairsectorbuilderform.OuterVertexMultiplier;
|
|
int numsteps = (int)stairsectorbuilderform.NumberOfSectors;
|
|
List<List<Vector2D>> sisecs = new List<List<Vector2D>>();
|
|
|
|
List<StairInfo> stairinfo = new List<StairInfo>();
|
|
StairInfo si;
|
|
|
|
secs.Clear();
|
|
|
|
foreach(CatmullRomSplineGroup crsg in catmullromsplinegroups)
|
|
{
|
|
// Generate the vertices for both the inner and outer spline
|
|
List<Vector2D> innervertices = GenerateCatmullRom(crsg.splines[INNER_SPLINE], numsteps * innervertexmultiplier);
|
|
List<Vector2D> outervertices = GenerateCatmullRom(crsg.splines[OUTER_SPLINE], numsteps * outervertexmultiplier);
|
|
|
|
// Create the data to build complete sectors from the splines
|
|
for(int i = 0; i < numsteps; i++)
|
|
{
|
|
List<Vector2D> newsec = new List<Vector2D>();
|
|
|
|
// Depending on the outer and innter vertex multipliers more
|
|
// vertices from the splines have to be added to the new sector
|
|
for(int k = 0; k <= outervertexmultiplier; k++)
|
|
{
|
|
newsec.Add(outervertices[i * outervertexmultiplier + k]);
|
|
}
|
|
|
|
for(int k = 0; k <= innervertexmultiplier; k++)
|
|
{
|
|
newsec.Add(innervertices[(numsteps - 1 - i) * innervertexmultiplier + k]);
|
|
}
|
|
|
|
// Don't forget the add the first vertex again, to actually have
|
|
// a whole sector
|
|
newsec.Add(outervertices[i * outervertexmultiplier]);
|
|
|
|
sisecs.Add(newsec);
|
|
}
|
|
}
|
|
|
|
GetSetTextureAndHeightInfo(catmullromsplinegroups[0].sourcelinedef, out si);
|
|
|
|
si.sectors = sisecs;
|
|
|
|
stairinfo.Add(si);
|
|
|
|
return stairinfo;
|
|
}
|
|
|
|
private List<StairInfo> CreateStraightStairSectorsFromSectors(List<Sector> selectedsectors)
|
|
{
|
|
List<StairInfo> stairinfo = new List<StairInfo>();
|
|
|
|
foreach(Sector s in selectedsectors)
|
|
{
|
|
List<Linedef> linedefs = new List<Linedef>();
|
|
List<Linedef> fliplinedefs = new List<Linedef>();
|
|
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if(sd.Line.Front.Sector.Index != s.Index)
|
|
{
|
|
fliplinedefs.Add(sd.Line);
|
|
sd.Line.FlipVertices();
|
|
sd.Line.FlipSidedefs();
|
|
}
|
|
|
|
linedefs.Add(sd.Line);
|
|
}
|
|
|
|
stairinfo.AddRange(CreateStraightStairSectorsFromLines(linedefs));
|
|
|
|
foreach(Linedef ld in fliplinedefs)
|
|
{
|
|
ld.FlipSidedefs();
|
|
ld.FlipVertices();
|
|
}
|
|
}
|
|
|
|
return stairinfo;
|
|
}
|
|
|
|
private List<StairInfo> CreateStraightStairSectorsFromLines(List<Linedef> selectedlinedefs)
|
|
{
|
|
List<StairInfo> stairinfo = new List<StairInfo>();
|
|
uint numsteps = stairsectorbuilderform.NumberOfSectors;
|
|
uint depth = stairsectorbuilderform.SectorDepth;
|
|
int spacing = stairsectorbuilderform.Spacing;
|
|
List<Linedef> sourceld = new List<Linedef>(selectedlinedefs);
|
|
StairInfo si;
|
|
|
|
GetConnectedLines(ref selectedlinedefs, -1);
|
|
|
|
// Build an independend set of steps from each selected line
|
|
if(!stairsectorbuilderform.SingleSteps.Checked)
|
|
{
|
|
// Go through each selected line
|
|
for(int k = 0; k < sourceld.Count; k++)
|
|
{
|
|
List<List<Vector2D>> sisecs = new List<List<Vector2D>>();
|
|
|
|
// Get the direction to build the stair to. "Flip" the vector depending on the selected build direction modifier
|
|
Vector2D direction = sourceld[k].Line.GetPerpendicular().GetNormal() * (stairsectorbuilderform.SideFront ? -1 : 1);
|
|
|
|
for(int i = 0; i < numsteps; i++)
|
|
{
|
|
//List<DrawnVertex> vertices = new List<DrawnVertex>();
|
|
List<Vector2D> newsec = new List<Vector2D>();
|
|
|
|
// Compute the position of the vertices that form the line opposite the source line
|
|
Vector2D v1 = sourceld[k].Start.Position + direction * depth * i;
|
|
Vector2D v2 = sourceld[k].End.Position + direction * depth * i;
|
|
Vector2D v3 = v1 + direction * depth;
|
|
Vector2D v4 = v2 + direction * depth;
|
|
|
|
// Apply spacing to each vertex
|
|
if(spacing > 0)
|
|
{
|
|
v1 += (direction * spacing) * i;
|
|
v2 += (direction * spacing) * i;
|
|
v3 += (direction * spacing) * i;
|
|
v4 += (direction * spacing) * i;
|
|
}
|
|
|
|
// v1 is added twice so it will actually draw a complete sector
|
|
newsec.Add(v1);
|
|
newsec.Add(v3);
|
|
newsec.Add(v4);
|
|
newsec.Add(v2);
|
|
newsec.Add(v1);
|
|
|
|
sisecs.Add(newsec);
|
|
}
|
|
|
|
GetSetTextureAndHeightInfo(sourceld[k], out si);
|
|
|
|
si.sectors = sisecs;
|
|
|
|
stairinfo.Add(si);
|
|
}
|
|
}
|
|
else if(stairsectorbuilderform.SingleSteps.Checked)
|
|
{
|
|
Vector2D direction = new Vector2D();
|
|
bool closed = false;
|
|
|
|
foreach(ConnectedLinedefs cld in connectedlinedefs)
|
|
{
|
|
List<Vector2D> connectedvertices = new List<Vector2D>();
|
|
List<Vector2D> connecteddirections = new List<Vector2D>();
|
|
List<double> connectedlength = new List<double>();
|
|
List<List<Vector2D>> sisecs = new List<List<Vector2D>>();
|
|
List<List<Vector2D>> sipostlines = new List<List<Vector2D>>();
|
|
|
|
Vector2D globaldirection = Vector2D.FromAngle(cld.firstlinedef.Angle + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f));
|
|
|
|
for(int i = 0; i < cld.linedefs.Count; i++)
|
|
{
|
|
if(cld.sector >= 0)
|
|
{
|
|
if(cld.linedefs[i].Front.Sector.Index == cld.sector)
|
|
{
|
|
if(!connectedvertices.Contains(cld.linedefs[i].End.Position))
|
|
connectedvertices.Add(cld.linedefs[i].End.Position);
|
|
|
|
if(!connectedvertices.Contains(cld.linedefs[i].Start.Position))
|
|
connectedvertices.Add(cld.linedefs[i].Start.Position);
|
|
}
|
|
else
|
|
{
|
|
if(!connectedvertices.Contains(cld.linedefs[i].Start.Position))
|
|
connectedvertices.Add(cld.linedefs[i].Start.Position);
|
|
|
|
if(!connectedvertices.Contains(cld.linedefs[i].End.Position))
|
|
connectedvertices.Add(cld.linedefs[i].End.Position);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!connectedvertices.Contains(cld.linedefs[i].Start.Position))
|
|
connectedvertices.Add(cld.linedefs[i].Start.Position);
|
|
|
|
if(!connectedvertices.Contains(cld.linedefs[i].End.Position))
|
|
connectedvertices.Add(cld.linedefs[i].End.Position);
|
|
}
|
|
}
|
|
|
|
if(cld.sector >= 0)
|
|
{
|
|
closed = true;
|
|
}
|
|
else
|
|
{
|
|
if(connectedvertices[0] == cld.firstlinedef.End.Position && connectedvertices[connectedvertices.Count - 1] == cld.firstlinedef.Start.Position)
|
|
closed = true;
|
|
}
|
|
|
|
for(int i = 0; i < connectedvertices.Count; i++)
|
|
{
|
|
if(i == 0 && closed == false)
|
|
{
|
|
connecteddirections.Add(Vector2D.FromAngle(Vector2D.GetAngle(connectedvertices[0], connectedvertices[1]) - Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f)));
|
|
connectedlength.Add(depth);
|
|
}
|
|
else if(i == connectedvertices.Count - 1 && closed == false)
|
|
{
|
|
connecteddirections.Add(Vector2D.FromAngle(Vector2D.GetAngle(connectedvertices[i], connectedvertices[i - 1]) + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? -90.0f : 90.0f)));
|
|
connectedlength.Add(depth);
|
|
}
|
|
else
|
|
{
|
|
Vector2D v1;
|
|
Vector2D v2;
|
|
|
|
if(closed && i == 0)
|
|
{
|
|
v1 = new Line2D(connectedvertices[1], connectedvertices[0]).GetPerpendicular();
|
|
v2 = new Line2D(connectedvertices[0], connectedvertices[connectedvertices.Count - 1]).GetPerpendicular();
|
|
}
|
|
else if(closed && i == connectedvertices.Count - 1)
|
|
{
|
|
v1 = new Line2D(connectedvertices[0], connectedvertices[i]).GetPerpendicular();
|
|
v2 = new Line2D(connectedvertices[i], connectedvertices[i - 1]).GetPerpendicular();
|
|
}
|
|
else
|
|
{
|
|
v1 = new Line2D(connectedvertices[i + 1], connectedvertices[i]).GetPerpendicular();
|
|
v2 = new Line2D(connectedvertices[i], connectedvertices[i - 1]).GetPerpendicular();
|
|
}
|
|
|
|
double a = (v1.GetNormal() + v2.GetNormal()).GetAngle();
|
|
double b = a - v1.GetNormal().GetAngle();
|
|
|
|
double opl = Math.Tan(b) * depth;
|
|
double distance = Math.Sqrt(depth * depth + opl * opl);
|
|
Vector2D v3 = Vector2D.FromAngle((float)a);
|
|
|
|
connecteddirections.Add(Vector2D.FromAngle(v3.GetAngle() + Angle2D.DegToRad(stairsectorbuilderform.SideFront ? 0.0f : 180.0f)));
|
|
connectedlength.Add(distance);
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < numsteps; i++)
|
|
{
|
|
List<Vector2D> newsec = new List<Vector2D>();
|
|
float length;
|
|
|
|
if(closed == false)
|
|
{
|
|
for(int k = 0; k < connectedvertices.Count; k++)
|
|
{
|
|
if(!stairsectorbuilderform.SingleDirection.Checked)
|
|
{
|
|
direction = connecteddirections[k];
|
|
length = (float)connectedlength[k];
|
|
}
|
|
else
|
|
{
|
|
direction = globaldirection;
|
|
length = depth;
|
|
}
|
|
|
|
newsec.Add(connectedvertices[k] + direction * length * i + (direction * spacing) * i);
|
|
}
|
|
}
|
|
|
|
for(int k = connectedvertices.Count - 1; k >= 0; k--)
|
|
{
|
|
if(!stairsectorbuilderform.SingleDirection.Checked)
|
|
{
|
|
direction = connecteddirections[k];
|
|
length = (float)connectedlength[k];
|
|
}
|
|
else
|
|
{
|
|
direction = globaldirection;
|
|
length = depth;
|
|
}
|
|
|
|
newsec.Add(connectedvertices[k] + direction * length * (i + 1) + (direction * spacing) * i);
|
|
|
|
// Add lines to draw after the stair has been created, if desired
|
|
if (stairsectorbuilderform.DistinctSectors.Checked)
|
|
{
|
|
// Skip last and first vertex if vertices are not in a loop, the line would
|
|
// just draw over existing lines anyway
|
|
if (closed || (!closed && (k != connectedvertices.Count - 1 && k != 0)))
|
|
{
|
|
sipostlines.Add(new List<Vector2D>() {
|
|
connectedvertices[k] + direction * length * i + (direction * spacing) * i,
|
|
connectedvertices[k] + direction * length * (i + 1) + (direction * spacing) * i
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if(closed == false)
|
|
newsec.Add(connectedvertices[0] + direction * depth * i + (direction * spacing) * i);
|
|
else
|
|
newsec.Add(newsec[0]);
|
|
|
|
// If the steps are drawn on the back side the vertices are in counter-clockwise
|
|
// order, so reverse their order
|
|
if(!stairsectorbuilderform.SideFront) newsec.Reverse();
|
|
|
|
sisecs.Add(newsec);
|
|
}
|
|
|
|
GetSetTextureAndHeightInfo(cld.firstlinedef, out si);
|
|
|
|
si.sectors = sisecs;
|
|
si.postlines = sipostlines;
|
|
|
|
stairinfo.Add(si);
|
|
}
|
|
}
|
|
|
|
stairsectorbuilderform.StepMultiplier = 1;
|
|
|
|
return stairinfo;
|
|
}
|
|
|
|
// Generats the Catmull Rom spline from the given control points and their tangents.
|
|
// Returns a list of Vector2D.
|
|
// The line between two control points is a "section". There is always one section
|
|
// less than there are control points.
|
|
// A "hop" is the distance between two to-be-created vertices. The distance is not
|
|
// in map units, but a relative indication where on the line between two control
|
|
// points the vertex will be.
|
|
// First it is calculated in which section the vertex will be in, then the relative
|
|
// position on the line between the control points of this section is calculated.
|
|
// This value will be from 0.0 to 0.99999...
|
|
// A workaround has to be done for the last vertex, which will inevitably be exactly
|
|
// on the last control point, thus computing the wrong section and relative position
|
|
private List<Vector2D> GenerateCatmullRom(CatmullRomSplineData crsd, int numverts)
|
|
{
|
|
List<Vector2D> vertices = new List<Vector2D>();
|
|
//int sections = crsd.controlpoints.Count - 1;
|
|
//double hop = (double)sections / numverts;
|
|
double distance = 0.0f;
|
|
List<double> cpdistance = new List<double>();
|
|
|
|
// Compute the length of the whole spline and the length of the parts on the
|
|
// spline between the control points
|
|
for(int i = 0; i < crsd.controlpoints.Count-1; i++)
|
|
{
|
|
int h = (int)Vector2D.Distance(crsd.controlpoints[i], crsd.controlpoints[i + 1]);
|
|
double dist = 0;
|
|
List<Vector2D> dc = new List<Vector2D>();
|
|
|
|
Vector2D p0 = crsd.controlpoints[i];
|
|
Vector2D p1 = crsd.controlpoints[i + 1];
|
|
Vector2D t0 = crsd.tangents[i];
|
|
Vector2D t1 = crsd.tangents[i + 1];
|
|
|
|
for(int k = 0; k <= h; k++)
|
|
{
|
|
dc.Add(Tools.HermiteSpline(p0, t0, p1, t1, (float)k / h));
|
|
}
|
|
|
|
for(int k = 0; k < h; k++)
|
|
{
|
|
dist += Vector2D.Distance(dc[k], dc[k + 1]);
|
|
}
|
|
|
|
distance += dist;
|
|
|
|
cpdistance.Add(dist);
|
|
|
|
exactsplines.Add(dc);
|
|
}
|
|
|
|
double unithop = distance / numverts;
|
|
|
|
for(int i = 0; i <= numverts; i++)
|
|
{
|
|
int s = 0;
|
|
double u;
|
|
double distancefromstart = i * unithop;
|
|
double max = 0.0f;
|
|
|
|
// Find out what section the vertex is in
|
|
while(max < distancefromstart)
|
|
{
|
|
max += cpdistance[s];
|
|
if(max < distancefromstart) s++;
|
|
|
|
// Work around for rounding errors
|
|
if(s > cpdistance.Count-1)
|
|
{
|
|
s = cpdistance.Count - 1;
|
|
max = distancefromstart;
|
|
}
|
|
}
|
|
|
|
// Compute the u component with special cases for the first
|
|
// and last vertex
|
|
if(distancefromstart == 0)
|
|
u = 0.0f;
|
|
else if(distancefromstart == distance)
|
|
u = 1.0f;
|
|
else
|
|
u = 1.0f - ((max - distancefromstart) / cpdistance[s]);
|
|
|
|
Vector2D p0 = crsd.controlpoints[s];
|
|
Vector2D p1 = crsd.controlpoints[s + 1];
|
|
Vector2D t0 = crsd.tangents[s];
|
|
Vector2D t1 = crsd.tangents[s + 1];
|
|
vertices.Add(Tools.HermiteSpline(p0, t0, p1, t1, (float)u));
|
|
}
|
|
|
|
// OLD CODE
|
|
//for(int x = 0; x <= numverts; x++)
|
|
//{
|
|
// // Compute the section the vertex will be in
|
|
// int s = (int)(x * hop);
|
|
// double u;
|
|
|
|
// // Workaround for the last vertex
|
|
// if((x * hop) - s < 0.00001f && s == sections)
|
|
// {
|
|
// u = 1.0f;
|
|
// s--;
|
|
// }
|
|
// else
|
|
// {
|
|
// //u = (summe - x * unithop) / Vector2D.Distance(crsd.controlpoints[cs], crsd.controlpoints[cs+1]);
|
|
// u = (x * hop) - s;
|
|
// }
|
|
|
|
// if(u > 1.0f) u = 1.0f;
|
|
|
|
// Vector2D p0 = crsd.controlpoints[s];
|
|
// Vector2D p1 = crsd.controlpoints[s + 1];
|
|
// Vector2D t0 = crsd.tangents[s];
|
|
// Vector2D t1 = crsd.tangents[s + 1];
|
|
// vertices.Add(Tools.HermiteSpline(p0, t0, p1, t1, (float)u));
|
|
//}
|
|
|
|
return vertices;
|
|
}
|
|
|
|
// Turns a position into a DrawnVertex and returns it
|
|
private DrawnVertex SectorVertex(double x, double y)
|
|
{
|
|
DrawnVertex v = new DrawnVertex();
|
|
|
|
v.stitch = true;
|
|
v.stitchline = true;
|
|
v.pos = new Vector2D(Math.Round(x, General.Map.FormatInterface.VertexDecimals), Math.Round(y, General.Map.FormatInterface.VertexDecimals));
|
|
|
|
return v;
|
|
}
|
|
|
|
private DrawnVertex SectorVertex(Vector2D v)
|
|
{
|
|
return SectorVertex(v.x, v.y);
|
|
}
|
|
|
|
// Remember info for floor and ceiling height. The info is retrieved
|
|
// from either front or back of the source line, depending in what
|
|
// direction the it should build
|
|
// Also set the upper/lower textures to use if they aren't already
|
|
private void GetSetTextureAndHeightInfo(Linedef ld, out StairInfo siout)
|
|
{
|
|
StairInfo si = new StairInfo();
|
|
Sidedef primary;
|
|
Sidedef secondary;
|
|
|
|
GetSetBaseHeights(ld);
|
|
|
|
if(stairsectorbuilderform.SideFront)
|
|
{
|
|
if(ld.Front == null)
|
|
{
|
|
primary = ld.Back;
|
|
secondary = ld.Front;
|
|
}
|
|
else
|
|
{
|
|
primary = ld.Front;
|
|
secondary = ld.Back;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ld.Back == null)
|
|
{
|
|
primary = ld.Front;
|
|
secondary = ld.Back;
|
|
}
|
|
else
|
|
{
|
|
primary = ld.Back;
|
|
secondary = ld.Front;
|
|
}
|
|
}
|
|
|
|
if (primary == null || primary.IsDisposed)
|
|
{
|
|
si.ceilingheight = General.Settings.DefaultCeilingHeight;
|
|
si.floorheight = General.Settings.DefaultFloorHeight;
|
|
}
|
|
else
|
|
{
|
|
si.ceilingheight = primary.Sector.CeilHeight;
|
|
si.floorheight = primary.Sector.FloorHeight;
|
|
}
|
|
|
|
if (stairsectorbuilderform.UpperTextureTexture == "")
|
|
{
|
|
if ((primary == null || primary.IsDisposed) && (secondary == null || secondary.IsDisposed))
|
|
stairsectorbuilderform.UpperTextureTexture = General.Settings.DefaultTexture;
|
|
else if (secondary == null || secondary.IsDisposed)
|
|
stairsectorbuilderform.UpperTextureTexture = primary.MiddleTexture;
|
|
else
|
|
stairsectorbuilderform.UpperTextureTexture = secondary.HighTexture;
|
|
}
|
|
|
|
if(stairsectorbuilderform.LowerTextureTexture == "")
|
|
{
|
|
if ((primary == null || primary.IsDisposed) && (secondary == null || secondary.IsDisposed))
|
|
stairsectorbuilderform.LowerTextureTexture = General.Settings.DefaultTexture;
|
|
else if (secondary == null || secondary.IsDisposed)
|
|
stairsectorbuilderform.LowerTextureTexture = primary.MiddleTexture;
|
|
else
|
|
stairsectorbuilderform.LowerTextureTexture = secondary.LowTexture;
|
|
|
|
}
|
|
|
|
siout = si;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the base heights from a linedef. If there are no sidedefs it uses the default values.
|
|
/// </summary>
|
|
/// <param name="ld">Linedef to the the base heights from</param>
|
|
private void GetSetBaseHeights(Linedef ld)
|
|
{
|
|
if(baseheightset) return;
|
|
|
|
baseheightset = true;
|
|
|
|
if(stairsectorbuilderform.SideFront)
|
|
{
|
|
if(ld.Back == null)
|
|
{
|
|
if (ld.Front != null && !ld.Front.IsDisposed && ld.Front.Sector != null && !ld.Front.Sector.IsDisposed)
|
|
{
|
|
stairsectorbuilderform.CeilingBase = ld.Front.Sector.CeilHeight;
|
|
stairsectorbuilderform.FloorBase = ld.Front.Sector.FloorHeight;
|
|
}
|
|
else
|
|
{
|
|
stairsectorbuilderform.CeilingBase = General.Settings.DefaultCeilingHeight;
|
|
stairsectorbuilderform.FloorBase = General.Settings.DefaultFloorHeight;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ld.Back != null && !ld.Back.IsDisposed && ld.Back.Sector != null && !ld.Back.Sector.IsDisposed)
|
|
{
|
|
stairsectorbuilderform.CeilingBase = ld.Back.Sector.CeilHeight;
|
|
stairsectorbuilderform.FloorBase = ld.Back.Sector.FloorHeight;
|
|
}
|
|
else
|
|
{
|
|
stairsectorbuilderform.CeilingBase = General.Settings.DefaultCeilingHeight;
|
|
stairsectorbuilderform.FloorBase = General.Settings.DefaultFloorHeight;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ld.Front != null && !ld.Front.IsDisposed && ld.Front.Sector != null && !ld.Front.Sector.IsDisposed)
|
|
{
|
|
stairsectorbuilderform.CeilingBase = ld.Front.Sector.CeilHeight;
|
|
stairsectorbuilderform.FloorBase = ld.Front.Sector.FloorHeight;
|
|
}
|
|
else
|
|
{
|
|
stairsectorbuilderform.CeilingBase = General.Settings.DefaultCeilingHeight;
|
|
stairsectorbuilderform.FloorBase = General.Settings.DefaultFloorHeight;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override void OnHelp()
|
|
{
|
|
General.ShowHelp("e_curvelinedefs.html");
|
|
}
|
|
|
|
// Cancelled
|
|
public override void OnCancel()
|
|
{
|
|
// Cancel base class
|
|
base.OnCancel();
|
|
|
|
// stairsectorbuilderform.Close();
|
|
|
|
// Return to base mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// Mode engages
|
|
public override void OnEngage()
|
|
{
|
|
base.OnEngage();
|
|
|
|
// If no lines are selected nothing can be done, so exit this mode immediately
|
|
if(General.Map.Map.SelectedLinedefsCount == 0 && General.Map.Map.SelectedSectorsCount == 0)
|
|
{
|
|
General.ToastManager.ShowToast(ToastMessages.ENGAGEFAILED, ToastType.ERROR, "Failed to start Stair Sector Builder Mode", "You need to select at least one linedef or sector to enter Stair Sector Builder Mode");
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
return;
|
|
}
|
|
|
|
renderer.SetPresentation(Presentation.Standard);
|
|
|
|
linesconnected = true; //CheckConnectedLines();
|
|
|
|
LoadPrefabs();
|
|
|
|
// stairsectorbuilderform = BuilderPlug.Me.StairSectorBuilderForm;
|
|
|
|
stairsectorbuilderform = new StairSectorBuilderForm();
|
|
|
|
InitializeCatmullRomSplines();
|
|
|
|
selectedcontrolpoint.cp = -1;
|
|
selectedcontrolpoint.crsd = -1;
|
|
selectedcontrolpoint.crsg = -1;
|
|
|
|
stairsectorbuilderform.SingleSteps.Enabled = linesconnected;
|
|
stairsectorbuilderform.DistinctBaseHeights.Checked = (General.Map.Map.SelectedLinedefsCount != 1);
|
|
|
|
|
|
// Show toolbox window
|
|
// stairsectorbuilderform.Show();
|
|
stairsectorbuilderform.Show((Form)General.Interface);
|
|
}
|
|
|
|
// Disenagaging
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
|
|
SavePrefabs();
|
|
|
|
// Sort of work around so that the DB2 window won't lose focus
|
|
General.Interface.Focus();
|
|
|
|
if(stairsectorbuilderform != null)
|
|
stairsectorbuilderform.Hide();
|
|
}
|
|
|
|
// This applies the curves and returns to the base mode
|
|
public override void OnAccept()
|
|
{
|
|
string uppertexture = stairsectorbuilderform.UpperTextureTexture;
|
|
string lowertexture = stairsectorbuilderform.LowerTextureTexture;
|
|
string middletexture = stairsectorbuilderform.MiddleTextureTexture;
|
|
string olddefaulttexture = "-";
|
|
List<Vertex> newvertices = new List<Vertex>();
|
|
List<Linedef> newlinedefs = new List<Linedef>();
|
|
List<Sector> allnewsectors = new List<Sector>();
|
|
|
|
if(stairsectors == null) return;
|
|
|
|
// Create undo
|
|
General.Map.UndoRedo.CreateUndo("Build stair sectors");
|
|
|
|
// Get the default settings and remember the default texture
|
|
General.Settings.FindDefaultDrawSettings();
|
|
|
|
if(stairsectorbuilderform.MiddleTexture)
|
|
{
|
|
olddefaulttexture = General.Map.Options.DefaultWallTexture;
|
|
General.Map.Options.DefaultWallTexture = "-";
|
|
}
|
|
|
|
// This creates the geometry. Uses exactly the same data used
|
|
// for the preview
|
|
try
|
|
{
|
|
foreach(StairInfo si in stairsectors)
|
|
{
|
|
int stepcounter = 1;
|
|
|
|
foreach(List<Vector2D> lv in si.sectors)
|
|
{
|
|
List<Sector> oldsectors = new List<Sector>(General.Map.Map.Sectors);
|
|
//List<Sector> newsectors = new List<Sector>();
|
|
List<DrawnVertex> vertices = new List<DrawnVertex>();
|
|
|
|
for(int i = 0; i < lv.Count; i++)
|
|
{
|
|
vertices.Add(SectorVertex(lv[i]));
|
|
}
|
|
|
|
// Draw the new sector
|
|
if(!Tools.DrawLines(vertices)) throw new Exception("Failed drawing lines");
|
|
|
|
// Update newly created sector(s) with the given textures and heights
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(!oldsectors.Contains(s))
|
|
{
|
|
allnewsectors.Add(s);
|
|
|
|
// Apply floor heights if necessary
|
|
if(stairsectorbuilderform.FloorHeight)
|
|
{
|
|
// Should each stair use individual base height or the global one?
|
|
if(stairsectorbuilderform.DistinctBaseHeights.Checked && stairsectorbuilderform.StairType == 0)
|
|
s.FloorHeight = si.floorheight + stairsectorbuilderform.FloorHeightModification * stepcounter;
|
|
else
|
|
s.FloorHeight = stairsectorbuilderform.FloorBase + stairsectorbuilderform.FloorHeightModification * stepcounter;
|
|
}
|
|
|
|
// Apply ceiling heights if necessary
|
|
if(stairsectorbuilderform.CeilingHeight)
|
|
{
|
|
// Should each stair use individual base height or the global one?
|
|
if(stairsectorbuilderform.DistinctBaseHeights.Checked && stairsectorbuilderform.StairType == 0)
|
|
s.CeilHeight = si.ceilingheight + stairsectorbuilderform.CeilingHeightModification * stepcounter;
|
|
else
|
|
s.CeilHeight = stairsectorbuilderform.CeilingBase + stairsectorbuilderform.CeilingHeightModification * stepcounter;
|
|
}
|
|
|
|
// Apply floor and ceiling textures if necessary
|
|
if(stairsectorbuilderform.FloorFlat)
|
|
s.SetFloorTexture(stairsectorbuilderform.FloorFlatTexture);
|
|
|
|
if(stairsectorbuilderform.CeilingFlat)
|
|
s.SetCeilTexture(stairsectorbuilderform.CeilingFlatTexture);
|
|
|
|
// Fix missing textures
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if(!newlinedefs.Contains(sd.Line)) newlinedefs.Add(sd.Line);
|
|
|
|
if(stairsectorbuilderform.UpperTexture)
|
|
{
|
|
if(sd.Line.Back != null && sd.Line.Back.HighRequired()) sd.Line.Back.SetTextureHigh(uppertexture);
|
|
if(sd.Line.Front != null && sd.Line.Front.HighRequired()) sd.Line.Front.SetTextureHigh(uppertexture);
|
|
if(stairsectorbuilderform.UpperUnpegged) sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
|
|
}
|
|
|
|
if(stairsectorbuilderform.LowerTexture)
|
|
{
|
|
if(sd.Line.Front != null && sd.Line.Front.LowRequired()) sd.Line.Front.SetTextureLow(lowertexture);
|
|
if(sd.Line.Back != null && sd.Line.Back.LowRequired()) sd.Line.Back.SetTextureLow(lowertexture);
|
|
if(stairsectorbuilderform.LowerUnpegged) sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
|
|
}
|
|
|
|
if(stairsectorbuilderform.MiddleTexture)
|
|
{
|
|
if(sd.Line.Front != null && sd.Line.Front.MiddleRequired()) sd.Line.Front.SetTextureMid(middletexture);
|
|
if(sd.Line.Back != null && sd.Line.Back.MiddleRequired()) sd.Line.Back.SetTextureMid(middletexture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
stepcounter++;
|
|
}
|
|
}
|
|
|
|
// Draw post lines
|
|
foreach (StairInfo si in stairsectors)
|
|
{
|
|
if (si.postlines != null)
|
|
{
|
|
foreach (List<Vector2D> lv in si.postlines)
|
|
{
|
|
List<Sector> oldsectors = new List<Sector>(General.Map.Map.Sectors);
|
|
List<DrawnVertex> vertices = new List<DrawnVertex>();
|
|
|
|
for (int i = 0; i < lv.Count; i++)
|
|
vertices.Add(SectorVertex(lv[i]));
|
|
|
|
// Draw the new sector
|
|
if (!Tools.DrawLines(vertices)) throw new Exception("Failed drawing lines");
|
|
|
|
// Find new sectors
|
|
foreach (Sector s in General.Map.Map.Sectors)
|
|
if (!oldsectors.Contains(s))
|
|
allnewsectors.Add(s);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (stairsectorbuilderform.MiddleTexture)
|
|
General.Map.Options.DefaultWallTexture = olddefaulttexture;
|
|
|
|
// Snap to map format accuracy
|
|
General.Map.Map.SnapAllToAccuracy();
|
|
|
|
// Clean the map up. Merge all vertices that share the same position and
|
|
// remove looped linedefs
|
|
foreach(Sector s in allnewsectors)
|
|
{
|
|
if(s.Sidedefs == null) continue;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if(!newvertices.Contains(sd.Line.Start)) newvertices.Add(sd.Line.Start);
|
|
if(!newvertices.Contains(sd.Line.End)) newvertices.Add(sd.Line.End);
|
|
}
|
|
}
|
|
|
|
General.Map.Map.BeginAddRemove();
|
|
MapSet.JoinVertices(newvertices, newvertices, false, MapSet.STITCH_DISTANCE);
|
|
General.Map.Map.EndAddRemove();
|
|
|
|
MapSet.RemoveLoopedLinedefs(newlinedefs);
|
|
|
|
// Update textures
|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
// Update caches
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
catch(Exception e)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, e.ToString());
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
}
|
|
|
|
// Return to base mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// Redrawing display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
if(!stairsectorbuilderform.FullyLoaded) return;
|
|
|
|
base.OnRedrawDisplay();
|
|
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if(renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha);
|
|
renderer.RenderSRB2Extras();
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render overlay
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
if(stairsectorbuilderform.Tabs.SelectedIndex == 2 && numcontrolpoints != stairsectorbuilderform.NumControlPoints)
|
|
{
|
|
ModifyControlpointNumber(stairsectorbuilderform.NumControlPoints);
|
|
numcontrolpoints = stairsectorbuilderform.NumControlPoints;
|
|
}
|
|
|
|
// Create sector info based on the settings...
|
|
UpdateVertexData();
|
|
|
|
// Render the control points if the Catmull Rom spline tab is selected
|
|
if(stairsectorbuilderform.Tabs.SelectedIndex == 2)
|
|
{
|
|
foreach(List<Vector2D> lv in exactsplines)
|
|
{
|
|
for(int i = 0; i < lv.Count - 1; i++)
|
|
{
|
|
renderer.RenderLine(lv[i], lv[i + 1], LINE_THICKNESS, new PixelColor(255, 128, 128, 128), true);
|
|
}
|
|
}
|
|
|
|
foreach(CatmullRomSplineGroup crsg in catmullromsplinegroups)
|
|
{
|
|
CatmullRomSplineData[] crsd = new CatmullRomSplineData[2] { crsg.splines[INNER_SPLINE], crsg.splines[OUTER_SPLINE] };
|
|
|
|
foreach(CatmullRomSplineData c in crsd)
|
|
{
|
|
for(int i = 0; i < c.controlpoints.Count; i++)
|
|
{
|
|
RectangleF rect = new RectangleF((float)(c.controlpoints[i].x - CONTROLPOINT_SIZE / 2), (float)(c.controlpoints[i].y - CONTROLPOINT_SIZE / 2), 10.0f, 10.0f);
|
|
|
|
if(i == 0) renderer.RenderRectangle(rect, 2, new PixelColor(128, 255, 0, 0), true);
|
|
else if(i == c.controlpoints.Count -1) renderer.RenderRectangle(rect, 2, new PixelColor(128, 0, 255, 0), true);
|
|
else renderer.RenderRectangle(rect, 2, General.Colors.Indication, true);
|
|
//renderer.RenderLine(c.controlpoints[i], c.controlpoints[i] + c.tangents[i], LINE_THICKNESS, new PixelColor(255, 128, 128, 128), true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ... and draw the preview
|
|
foreach(StairInfo si in stairsectors)
|
|
{
|
|
foreach(List<Vector2D> lv in si.sectors)
|
|
{
|
|
for(int i = 0; i < lv.Count - 1; i++)
|
|
{
|
|
renderer.RenderLine(lv[i], lv[i + 1], LINE_THICKNESS, General.Colors.Highlight, true);
|
|
|
|
RectangleF rect = new RectangleF((float)(lv[i].x - CONTROLPOINT_SIZE / 2), (float)(lv[i].y - CONTROLPOINT_SIZE / 2), 10.0f, 10.0f);
|
|
renderer.RenderRectangle(rect, 2, new PixelColor(128, 255, 0, 0), true);
|
|
}
|
|
}
|
|
|
|
if (si.postlines != null)
|
|
{
|
|
foreach (List<Vector2D> lv in si.postlines)
|
|
{
|
|
for (int i = 0; i < lv.Count - 1; i++)
|
|
{
|
|
renderer.RenderLine(lv[i], lv[i + 1], LINE_THICKNESS, General.Colors.Highlight, true);
|
|
|
|
//RectangleF rect = new RectangleF(lv[i].x - CONTROLPOINT_SIZE / 2, lv[i].y - CONTROLPOINT_SIZE / 2, 10.0f, 10.0f);
|
|
//renderer.RenderRectangle(rect, 2, new PixelColor(128, 255, 0, 0), true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
protected override void OnSelectBegin()
|
|
{
|
|
base.OnSelectBegin();
|
|
|
|
if(stairsectorbuilderform.Tabs.SelectedIndex != 2) return;
|
|
|
|
// Go through all Catmull Rom Spline Groups
|
|
for(int crsg = 0; crsg < catmullromsplinegroups.Count; crsg++)
|
|
{
|
|
// Check inner and outer splines
|
|
for(int crsd = 0; crsd < 2; crsd++)
|
|
{
|
|
// Check all control points except the first and last, they belong to the linedefs
|
|
// and may not be moved
|
|
for(int cp = 1; cp < catmullromsplinegroups[crsg].splines[crsd].controlpoints.Count-1; cp++)
|
|
{
|
|
Vector2D p = catmullromsplinegroups[crsg].splines[crsd].controlpoints[cp];
|
|
|
|
// If the mouse is inside a control point, set the info about that control point
|
|
// in the selectedcontrolpoint struct
|
|
if(mousemappos.x >= p.x - CONTROLPOINT_SIZE / 2 && mousemappos.x <= p.x + CONTROLPOINT_SIZE / 2 && mousemappos.y >= p.y - CONTROLPOINT_SIZE / 2 && mousemappos.y <= p.y + CONTROLPOINT_SIZE / 2)
|
|
{
|
|
selectedcontrolpoint.cp = cp;
|
|
selectedcontrolpoint.crsd = crsd;
|
|
selectedcontrolpoint.crsg = crsg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// When selected button is released
|
|
protected override void OnSelectEnd()
|
|
{
|
|
base.OnSelectEnd();
|
|
|
|
// No control point is selected
|
|
selectedcontrolpoint.cp = -1;
|
|
selectedcontrolpoint.crsd = -1;
|
|
selectedcontrolpoint.crsg = -1;
|
|
|
|
// Redraw
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
// If a control point is selected move it around
|
|
if(selectedcontrolpoint.cp != -1)
|
|
{
|
|
if(General.Interface.ShiftState ^ General.Interface.SnapToGrid)
|
|
{
|
|
catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd].controlpoints[selectedcontrolpoint.cp] = new Vector2D(General.Map.Grid.SnappedToGrid(mousemappos).x, General.Map.Grid.SnappedToGrid(mousemappos).y);
|
|
}
|
|
else
|
|
{
|
|
catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd].controlpoints[selectedcontrolpoint.cp] = new Vector2D(mousemappos.x, mousemappos.y);
|
|
}
|
|
|
|
// New tangents of the control points have to be calculated
|
|
ComputeTangents(ref catmullromsplinegroups[selectedcontrolpoint.crsg].splines[selectedcontrolpoint.crsd]);
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
public static void SavePrefabs()
|
|
{
|
|
ListDictionary prefabdata = new ListDictionary();
|
|
int counter = 1;
|
|
|
|
foreach(BuilderPlug.Prefab p in BuilderPlug.Me.Prefabs)
|
|
{
|
|
ListDictionary data = new ListDictionary();
|
|
data.Add("name", p.name);
|
|
data.Add("numberofsectors", p.numberofsectors);
|
|
data.Add("outervertexmultiplier", p.outervertexmultiplier);
|
|
data.Add("innervertexmultiplier", p.innervertexmultiplier);
|
|
data.Add("stairtype", p.stairtype);
|
|
data.Add("sectordepth", p.sectordepth);
|
|
data.Add("spacing", p.spacing);
|
|
data.Add("frontside", p.frontside);
|
|
data.Add("singlesectors", p.singlesteps);
|
|
data.Add("distinctsectors", p.distinctsectors);
|
|
data.Add("singledirection", p.singledirection);
|
|
data.Add("distinctbaseheights", p.distinctbaseheights);
|
|
data.Add("flipping", p.flipping);
|
|
data.Add("numberofcontrolpoints", p.numberofcontrolpoints);
|
|
data.Add("applyfloormod", p.applyfloormod);
|
|
data.Add("floormod", p.floormod);
|
|
//data.Add("floorbase", p.floorbase);
|
|
data.Add("applyceilingmod", p.applyceilingmod);
|
|
data.Add("ceilingmod", p.ceilingmod);
|
|
//data.Add("ceilingbase", p.ceilingbase);
|
|
data.Add("applyfloortexture", p.applyfloortexture);
|
|
data.Add("floortexture", p.floortexture);
|
|
data.Add("applyceilingtexture", p.applyceilingtexture);
|
|
data.Add("ceilingtexture", p.ceilingtexture);
|
|
data.Add("applyuppertexture", p.applyuppertexture);
|
|
data.Add("uppertexture", p.uppertexture);
|
|
data.Add("upperunpegged", p.upperunpegged);
|
|
data.Add("applymiddletexture", p.applymiddletexture);
|
|
data.Add("middletexture", p.middletexture);
|
|
data.Add("applylowertexture", p.applylowertexture);
|
|
data.Add("lowertexture", p.lowertexture);
|
|
data.Add("lowerunpegged", p.lowerunpegged);
|
|
|
|
prefabdata.Add("prefab" + counter, data);
|
|
|
|
counter++;
|
|
}
|
|
|
|
General.Map.Options.WritePluginSetting("prefabs", prefabdata);
|
|
}
|
|
|
|
private void LoadPrefabs()
|
|
{
|
|
// load the light info from the .dbs
|
|
ListDictionary prefabdata = (ListDictionary)General.Map.Options.ReadPluginSetting("prefabs", new ListDictionary());
|
|
|
|
BuilderPlug.Me.Prefabs.Clear();
|
|
|
|
foreach(DictionaryEntry prefabentry in prefabdata)
|
|
{
|
|
BuilderPlug.Prefab p = new BuilderPlug.Prefab();
|
|
|
|
foreach(DictionaryEntry entry in (ListDictionary)prefabentry.Value)
|
|
{
|
|
if((string)entry.Key == "name") p.name = (string)entry.Value;
|
|
if((string)entry.Key == "numberofsectors") p.numberofsectors = (int)entry.Value;
|
|
if((string)entry.Key == "outervertexmultiplier") p.outervertexmultiplier = (int)entry.Value;
|
|
if((string)entry.Key == "innervertexmultiplier") p.innervertexmultiplier = (int)entry.Value;
|
|
if((string)entry.Key == "stairtype") p.stairtype = (int)entry.Value;
|
|
if((string)entry.Key == "sectordepth") p.sectordepth = (int)entry.Value;
|
|
if((string)entry.Key == "spacing") p.spacing = (int)entry.Value;
|
|
if((string)entry.Key == "frontside") p.frontside = (bool)entry.Value;
|
|
if((string)entry.Key == "singlesectors") p.singlesteps = (bool)entry.Value;
|
|
if((string)entry.Key == "distinctsectors") p.distinctsectors = (bool)entry.Value;
|
|
if((string)entry.Key == "singledirection") p.singledirection = (bool)entry.Value;
|
|
if((string)entry.Key == "distinctbaseheights") p.distinctbaseheights = (bool)entry.Value;
|
|
if((string)entry.Key == "flipping") p.flipping = (int)entry.Value;
|
|
if((string)entry.Key == "numberofcontrolpoints") p.numberofcontrolpoints = (int)entry.Value;
|
|
if((string)entry.Key == "applyfloormod") p.applyfloormod = (bool)entry.Value;
|
|
if((string)entry.Key == "floormod") p.floormod = (int)entry.Value;
|
|
//if((string)entry.Key == "floorbase") p.floorbase = (int)entry.Value;
|
|
if((string)entry.Key == "applyceilingmod") p.applyceilingmod = (bool)entry.Value;
|
|
if((string)entry.Key == "ceilingmod") p.ceilingmod = (int)entry.Value;
|
|
//if((string)entry.Key == "ceilingbase") p.ceilingbase = (int)entry.Value;
|
|
if((string)entry.Key == "applyfloortexture") p.applyfloortexture = (bool)entry.Value;
|
|
if((string)entry.Key == "floortexture") p.floortexture = (string)entry.Value;
|
|
if((string)entry.Key == "applyceilingtexture") p.applyceilingtexture = (bool)entry.Value;
|
|
if((string)entry.Key == "ceilingtexture") p.ceilingtexture = (string)entry.Value;
|
|
if((string)entry.Key == "applyuppertexture") p.applyuppertexture = (bool)entry.Value;
|
|
if((string)entry.Key == "upperunpegged") p.upperunpegged = (bool)entry.Value;
|
|
if((string)entry.Key == "uppertexture") p.uppertexture = (string)entry.Value;
|
|
if((string)entry.Key == "applymiddletexture") p.applymiddletexture = (bool)entry.Value;
|
|
if((string)entry.Key == "middletexture") p.middletexture = (string)entry.Value;
|
|
if((string)entry.Key == "applylowertexture") p.applylowertexture = (bool)entry.Value;
|
|
if((string)entry.Key == "lowertexture") p.lowertexture = (string)entry.Value;
|
|
if((string)entry.Key == "lowerunpegged") p.lowerunpegged = (bool)entry.Value;
|
|
}
|
|
|
|
BuilderPlug.Me.Prefabs.Add(p);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|