mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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d01cbb2c37
Added comments to code
160 lines
5.6 KiB
C#
160 lines
5.6 KiB
C#
#region ================== Copyright (c) 2020 Boris Iwanski
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/*
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* This program is free software: you can redistribute it and/or modify
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*
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* it under the terms of the GNU General Public License as published by
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*
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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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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*
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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*
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program.If not, see<http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Geometry;
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class SlopeArcher
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{
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BaseVisualMode mode;
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private List<IVisualEventReceiver> sectors;
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private VisualSidedefSlope handle1;
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private VisualSidedefSlope handle2;
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private double theta;
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private double offsetangle;
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private double scale;
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private int baseheight;
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private double baseheightoffset;
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private double heightoffset;
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private Line2D handleline;
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private double length;
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public double Theta { get { return theta; } set { theta = value; } }
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public double OffsetAngle { get { return offsetangle; } set { offsetangle = value; } }
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public double Scale { get { return scale; } set { scale = value; } }
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public int Baseheight { get { return baseheight; } }
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public double HeightOffset { get { return heightoffset; } set { heightoffset = value; } }
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public SlopeArcher(BaseVisualMode mode, List<IVisualEventReceiver> sectors, VisualSidedefSlope handle1, VisualSidedefSlope handle2, double theta, double offsetangle, double scale)
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{
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this.mode = mode;
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this.sectors = sectors;
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this.handle1 = handle1;
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this.handle2 = handle2;
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this.theta = theta;
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this.offsetangle = offsetangle;
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this.scale = scale;
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heightoffset = 0.0;
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handleline = new Line2D(handle1.GetCenterPoint(), handle2.GetCenterPoint());
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length = handleline.GetLength();
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if (handle1.Level.type == SectorLevelType.Ceiling)
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baseheight = handle1.Level.extrafloor ? handle1.Level.sector.FloorHeight : handle1.Level.sector.CeilHeight;
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else
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baseheight = handle1.Level.extrafloor ? handle1.Level.sector.CeilHeight : handle1.Level.sector.FloorHeight;
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baseheightoffset = 0.0;
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}
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/// <summary>
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/// Applies the slopes to the sectors.
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///
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/// We have:
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/// - theta
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/// - offset angle ("offset")
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/// - horizontal line length ("length")
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///
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/// What we need to compute:
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/// - x coordinate where the line starts in the circle ("left", this is cos(theta + offset angle))
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/// - x coordinate where the line ends in the circle ("middle", this is cos(offset angle))
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///
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/// With this data we can calculate some more required variables:
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/// - radius: length / (middle - left)
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/// - left delimiter: cos(offset + theta) * radius
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/// - right delimiter: cos(rotation) * radius (should be same as left delimiter + length)
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/// - section start, in map units: cos(offset + theta) * radius
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/// - base height offset (where the slope starts)
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///
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/// Then we can simply use pythagoras to compute the y position for an x position on the length
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/// </summary>
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public void ApplySlope()
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{
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double left = Math.Cos(theta + offsetangle);
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double middle = Math.Cos(offsetangle);
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double radius = length / (middle - left);
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double leftdelimiter = Math.Cos(offsetangle + theta);
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double rightdelimiter = Math.Cos(offsetangle);
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double sectionstart = Math.Cos(offsetangle + theta) * radius;
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baseheightoffset = Math.Sqrt(radius * radius - sectionstart * sectionstart) * scale;
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foreach (BaseVisualGeometrySector bvgs in sectors)
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{
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HashSet<Vertex> vertices = new HashSet<Vertex>(bvgs.Sector.Sides.Count * 2);
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double u1 = 1.0;
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double u2 = 0.0;
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foreach (Sidedef sd in bvgs.Sector.Sides.Keys)
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{
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vertices.Add(sd.Line.Start);
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vertices.Add(sd.Line.End);
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}
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// Get the two points that are the furthest apart on the line between the slope handles
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foreach(Vertex v in vertices)
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{
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double intersection = handleline.GetNearestOnLine(v.Position);
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if (intersection < u1)
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u1 = intersection;
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if (intersection > u2)
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u2 = intersection;
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}
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// Compute the x position and the corrosponding height of the coordinates
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double xpos1 = sectionstart + (u1 * length);
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double xpos2 = sectionstart + (u2 * length);
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double height1 = Math.Sqrt(radius * radius - xpos1 * xpos1) * scale;
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double height2 = Math.Sqrt(radius * radius - xpos2 * xpos2) * scale;
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if (double.IsNaN(height1))
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height1 = 0.0;
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if (double.IsNaN(height2))
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height2 = 0.0;
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// Adjust the heights
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height1 = height1 - baseheightoffset + baseheight + heightoffset;
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height2 = height2 - baseheightoffset + baseheight + heightoffset;
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// Get the angle of the slope. We cheat a bit and substitute the y value of the vectors with the height of the points
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double slopeangle = Vector2D.GetAngle(new Vector2D(xpos1, height1), new Vector2D(xpos2, height2));
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// Always let the plane point up, VisualSidedefSlope.ApplySlope will invert it if necessary
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Plane plane = new Plane(new Vector3D(handleline.GetCoordinatesAt(u1), height1), handleline.GetAngle() + Angle2D.PIHALF, slopeangle, true);
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VisualSidedefSlope.ApplySlope(bvgs.Level, plane, mode);
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bvgs.Sector.UpdateSectorGeometry(true);
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}
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}
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}
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}
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