mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 22:22:32 +00:00
804 lines
27 KiB
C#
804 lines
27 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Windows.Forms;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Actions;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.BuilderModes.Interface;
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
|
|
[EditMode(DisplayName = "Bridge Mode",
|
|
SwitchAction = "bridgemode",
|
|
ButtonImage = "BridgeMode.png",
|
|
ButtonOrder = 51,
|
|
ButtonGroup = "002_tools",
|
|
AllowCopyPaste = false,
|
|
Volatile = true,
|
|
Optional = false)]
|
|
|
|
public class BridgeMode : BaseClassicMode {
|
|
private const float GRIP_SIZE = 9.0f;
|
|
private const float LINE_THICKNESS = 0.8f;
|
|
|
|
internal static int MAX_SUBDIVISIONS = 32;
|
|
internal static int MIN_SUBDIVISIONS = 0;
|
|
|
|
protected string undoName = "Bridge draw";
|
|
protected string shapeName = "mesh";
|
|
|
|
private Vector2D[] pointGroup1;
|
|
private Vector2D[] pointGroup2;
|
|
|
|
private SectorProperties[] sectorProps1;
|
|
private SectorProperties[] sectorProps2;
|
|
|
|
private float[] relLenGroup1;
|
|
private float[] relLenGroup2;
|
|
|
|
private ControlHandle[] controlHandles;
|
|
private int curControlHandle = -1;
|
|
|
|
private PixelColor handleColor;
|
|
|
|
private List<Vector2D[]> curves;
|
|
private int segmentsCount;
|
|
|
|
// Options
|
|
protected bool snaptogrid; // SHIFT to toggle
|
|
|
|
//tools form
|
|
private BridgeModeForm form;
|
|
|
|
public BridgeMode() {
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Engaging
|
|
public override void OnEngage() {
|
|
base.OnEngage();
|
|
|
|
renderer.SetPresentation(Presentation.Standard);
|
|
|
|
//check selection
|
|
ICollection<Linedef> selection = General.Map.Map.GetSelectedLinedefs(true);
|
|
|
|
List<Line> lines = new List<Line>();
|
|
foreach (Linedef ld in selection) {
|
|
Line l = new Line(ld);
|
|
lines.Add(l);
|
|
}
|
|
|
|
//do we have valid selection?
|
|
if (!setup(lines)) {
|
|
FinishDraw();
|
|
return;
|
|
}
|
|
|
|
//show form
|
|
form = new BridgeModeForm();
|
|
form.OnCancelClick += new EventHandler(form_OnCancelClick);
|
|
form.OnOkClick += new EventHandler(form_OnOkClick);
|
|
form.OnFlipClick += new EventHandler(form_OnFlipClick);
|
|
form.OnSubdivisionChanged += new EventHandler(form_OnSubdivisionChanged);
|
|
form.Show(Form.ActiveForm);
|
|
General.Interface.FocusDisplay();
|
|
|
|
handleColor = General.Colors.BrightColors[new Random().Next(General.Colors.BrightColors.Length - 1)];
|
|
update();
|
|
}
|
|
|
|
// When select button is pressed
|
|
protected override void OnSelectBegin() {
|
|
base.OnSelectBegin();
|
|
|
|
//check if control handle is selected
|
|
for (int i = 0; i < 4; i++) {
|
|
if (mousemappos.x <= controlHandles[i].Position.x + GRIP_SIZE && mousemappos.x >= controlHandles[i].Position.x - GRIP_SIZE && mousemappos.y <= controlHandles[i].Position.y + GRIP_SIZE && mousemappos.y >= controlHandles[i].Position.y - GRIP_SIZE) {
|
|
curControlHandle = i;
|
|
General.Interface.SetCursor(Cursors.Cross);
|
|
return;
|
|
}
|
|
}
|
|
curControlHandle = -1;
|
|
}
|
|
|
|
// When select button is released
|
|
protected override void OnSelectEnd() {
|
|
base.OnSelectEnd();
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
curControlHandle = -1;
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e) {
|
|
base.OnMouseMove(e);
|
|
if(panning) return; //mxd. Skip all this jass while panning
|
|
|
|
if (curControlHandle != -1) {
|
|
ControlHandle handle = controlHandles[curControlHandle];
|
|
|
|
if (snaptogrid) {
|
|
handle.Position = General.Map.Grid.SnappedToGrid(mousemappos);// DrawGeometryMode.GetCurrentPosition(mousemappos, false, true, renderer, new List<DrawnVertex>()).pos;
|
|
} else {
|
|
handle.Position = mousemappos;
|
|
}
|
|
|
|
if (form.MirrorMode) {
|
|
Vector2D pos = handle.RelativePosition;
|
|
//handle angle
|
|
float angle = (float)Math.Atan2(-pos.y, -pos.x) + Angle2D.PIHALF;// (float)Math.PI / 2f;
|
|
//angle of line, connecting handles ControlledPoints
|
|
float dirAngle = -(float)Math.Atan2(handle.Pair.ControlledPoint.y - handle.ControlledPoint.y, handle.Pair.ControlledPoint.x - handle.ControlledPoint.x);
|
|
float length = (float)Math.Sqrt(Math.Pow(Math.Abs(pos.x), 2.0) + Math.Pow(Math.Abs(pos.y), 2.0));
|
|
float mirroredAngle = angle + dirAngle * 2.0f;
|
|
|
|
handle.Pair.RelativePosition = new Vector2D((float)Math.Sin(mirroredAngle) * length, (float)Math.Cos(mirroredAngle) * length);
|
|
} else if (form.CopyMode) {
|
|
handle.Pair.RelativePosition = handle.RelativePosition;
|
|
}
|
|
update();
|
|
}
|
|
}
|
|
|
|
// Accepted
|
|
public override void OnAccept() {
|
|
Cursor.Current = Cursors.AppStarting;
|
|
|
|
General.Settings.FindDefaultDrawSettings();
|
|
|
|
//get vertices
|
|
List<List<Vector2D[]>> shapes = getShapes();
|
|
List<List<List<DrawnVertex>>> drawShapes = new List<List<List<DrawnVertex>>>();
|
|
List<List<DrawnVertex>> shapesRow;
|
|
List<DrawnVertex> points;
|
|
|
|
//set stitch range
|
|
float stitchrange = BuilderPlug.Me.StitchRange;
|
|
BuilderPlug.Me.StitchRange = 0.1f;
|
|
|
|
for (int i = 0; i < shapes.Count; i++) {
|
|
shapesRow = new List<List<DrawnVertex>>();
|
|
for (int c = 0; c < shapes[i].Count; c++) {
|
|
points = new List<DrawnVertex>();
|
|
for (int p = 0; p < shapes[i][c].Length; p++)
|
|
points.Add(DrawGeometryMode.GetCurrentPosition(shapes[i][c][p], true, false, renderer, points));
|
|
shapesRow.Add(points);
|
|
}
|
|
drawShapes.Add(shapesRow);
|
|
}
|
|
|
|
//restore stitch range
|
|
BuilderPlug.Me.StitchRange = stitchrange;
|
|
|
|
//draw lines
|
|
if (drawShapes.Count > 0) {
|
|
// Make undo for the draw
|
|
General.Map.UndoRedo.CreateUndo("Bridge ("+form.Subdivisions+" subdivisions)");
|
|
|
|
List<List<SectorProperties>> sectorProps = new List<List<SectorProperties>>();
|
|
List<List<List<Sector>>> newSectors = new List<List<List<Sector>>>();
|
|
|
|
//create sector properties collection
|
|
//sector row
|
|
for (int i = 0; i < drawShapes.Count; i++) {
|
|
sectorProps.Add(new List<SectorProperties>());
|
|
|
|
//sector in row
|
|
for (int c = 0; c < drawShapes[i].Count; c++)
|
|
sectorProps[i].Add(getSectorProperties(i, c));
|
|
}
|
|
|
|
// Make the drawing
|
|
//sector row
|
|
for (int i = 0; i < drawShapes.Count; i++) {
|
|
newSectors.Add(new List<List<Sector>>());
|
|
|
|
//sector in row
|
|
for (int c = 0; c < drawShapes[i].Count; c++) {
|
|
if(!Tools.DrawLines(drawShapes[i][c], false, true)) {
|
|
// Drawing failed
|
|
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to create a Bezier Path...");
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
return;
|
|
}
|
|
|
|
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
|
|
newSectors[i].Add(newsectors);
|
|
|
|
//set floor/ceiling heights and brightness
|
|
foreach (Sector s in newsectors) {
|
|
SectorProperties sp = sectorProps[i][c];
|
|
s.Brightness = sp.Brightness;
|
|
s.FloorHeight = sp.FloorHeight;
|
|
s.CeilHeight = (sp.CeilingHeight < sp.FloorHeight ? sp.FloorHeight + 8 : sp.CeilingHeight);
|
|
}
|
|
}
|
|
}
|
|
|
|
//apply textures
|
|
//sector row
|
|
for (int i = 0; i < newSectors.Count; i++) {
|
|
//sector in row
|
|
for (int c = 0; c < newSectors[i].Count; c++) {
|
|
foreach (Sector s in newSectors[i][c]) {
|
|
foreach(Sidedef sd in s.Sidedefs){
|
|
if (sd.LowRequired())
|
|
sd.SetTextureLow(sectorProps[i][c].LowTexture);
|
|
if (sd.HighRequired())
|
|
sd.SetTextureHigh(sectorProps[i][c].HighTexture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//apply textures to front/back sides of shape
|
|
//sector row
|
|
for (int i = 0; i < newSectors.Count; i++) {
|
|
//first/last sector in row
|
|
for (int c = 0; c < newSectors[i].Count; c += newSectors[i].Count-1) {
|
|
foreach (Sector s in newSectors[i][c]) {
|
|
foreach (Sidedef sd in s.Sidedefs) {
|
|
if (sd.Other != null) {
|
|
if (sd.Other.LowRequired() && sd.Other.LowTexture == "-")
|
|
sd.Other.SetTextureLow(sectorProps[i][c].LowTexture);
|
|
if (sd.Other.HighRequired() && sd.Other.HighTexture == "-")
|
|
sd.Other.SetTextureHigh(sectorProps[i][c].HighTexture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
General.Interface.DisplayStatus(StatusType.Action, "Created a Bridge with " + form.Subdivisions + " subdivisions.");
|
|
|
|
// Snap to map format accuracy
|
|
General.Map.Map.SnapAllToAccuracy();
|
|
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
|
|
// Update the used textures
|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
// Map is changed
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
//close form
|
|
if (form != null)
|
|
form.Close();
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
// Return to original mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// Cancelled
|
|
public override void OnCancel() {
|
|
// Cancel base class
|
|
base.OnCancel();
|
|
|
|
//close form
|
|
if (form != null)
|
|
form.Dispose();
|
|
|
|
// Return to original mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// When a key is released
|
|
public override void OnKeyUp(KeyEventArgs e) {
|
|
base.OnKeyUp(e);
|
|
if (snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) update();
|
|
}
|
|
|
|
// When a key is pressed
|
|
public override void OnKeyDown(KeyEventArgs e) {
|
|
base.OnKeyDown(e);
|
|
if (snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) update();
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void 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, 1.0f);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Normal update
|
|
update();
|
|
}
|
|
|
|
//this checks if initial data is valid
|
|
private bool setup(List<Line> lines) {
|
|
if (!setupPointGroups(lines))
|
|
return false;
|
|
|
|
//setup control handles
|
|
Vector2D center1 = CurveTools.GetPointOnLine(pointGroup1[0], pointGroup1[segmentsCount - 1], 0.5f);
|
|
Vector2D center2 = CurveTools.GetPointOnLine(pointGroup2[0], pointGroup2[segmentsCount - 1], 0.5f);
|
|
|
|
Vector2D loc1 = getHandleLocation(pointGroup1[0], pointGroup1[segmentsCount - 1], center2);
|
|
Vector2D loc2 = getHandleLocation(pointGroup2[0], pointGroup2[segmentsCount - 1], center1);
|
|
|
|
ControlHandle ch1 = new ControlHandle();
|
|
ch1.ControlledPoint = pointGroup1[0];
|
|
ch1.RelativePosition = loc1;
|
|
|
|
ControlHandle ch2 = new ControlHandle();
|
|
ch2.ControlledPoint = pointGroup2[0];
|
|
ch2.RelativePosition = loc2;
|
|
|
|
ControlHandle ch3 = new ControlHandle();
|
|
ch3.ControlledPoint = pointGroup1[segmentsCount - 1];
|
|
ch3.RelativePosition = loc1;
|
|
|
|
ControlHandle ch4 = new ControlHandle();
|
|
ch4.ControlledPoint = pointGroup2[segmentsCount - 1];
|
|
ch4.RelativePosition = loc2;
|
|
|
|
ch1.Pair = ch3;
|
|
ch2.Pair = ch4;
|
|
ch3.Pair = ch1;
|
|
ch4.Pair = ch2;
|
|
|
|
controlHandles = new ControlHandle[] {ch1, ch2, ch3, ch4};
|
|
|
|
//setup relative segments lengths
|
|
relLenGroup1 = getRelativeLengths(pointGroup1);
|
|
relLenGroup2 = getRelativeLengths(pointGroup2);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void update() {
|
|
if (renderer.StartOverlay(true)) {
|
|
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
|
|
|
|
PixelColor linesColor = snaptogrid ? General.Colors.Selection : General.Colors.Highlight;
|
|
|
|
//draw curves
|
|
Vector2D cp1, cp2;
|
|
curves = new List<Vector2D[]>();
|
|
|
|
for (int i = 0; i < segmentsCount; i++) {
|
|
cp1 = CurveTools.GetPointOnLine(controlHandles[0].Position, controlHandles[2].Position, relLenGroup1[i]);
|
|
cp2 = CurveTools.GetPointOnLine(controlHandles[1].Position, controlHandles[3].Position, relLenGroup2[i]);
|
|
curves.Add(CurveTools.GetCubicCurve(pointGroup1[i], pointGroup2[i], cp1, cp2, form.Subdivisions));
|
|
|
|
for (int c = 1; c < curves[i].Length; c++ )
|
|
renderer.RenderLine(curves[i][c - 1], curves[i][c], LINE_THICKNESS, linesColor, true);
|
|
}
|
|
|
|
//draw connecting lines
|
|
if (form.Subdivisions > 1) {
|
|
for (int i = 1; i < segmentsCount; i++) {
|
|
for (int c = 1; c < form.Subdivisions; c++) {
|
|
renderer.RenderLine(curves[i-1][c], curves[i][c], LINE_THICKNESS, linesColor, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
//draw vertices
|
|
float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
|
|
|
|
foreach(Vector2D[] points in curves){
|
|
for (int i = 1; i < points.Length - 1; i++ ) {
|
|
renderer.RenderRectangleFilled(new RectangleF(points[i].x - vsize, points[i].y - vsize, vsize * 2.0f, vsize * 2.0f), linesColor, true);
|
|
}
|
|
}
|
|
|
|
//draw handle lines
|
|
renderer.RenderLine(pointGroup1[0], controlHandles[0].Position, LINE_THICKNESS, handleColor, true);
|
|
renderer.RenderLine(pointGroup2[0], controlHandles[1].Position, LINE_THICKNESS, handleColor, true);
|
|
renderer.RenderLine(pointGroup1[segmentsCount - 1], controlHandles[2].Position, LINE_THICKNESS, handleColor, true);
|
|
renderer.RenderLine(pointGroup2[segmentsCount - 1], controlHandles[3].Position, LINE_THICKNESS, handleColor, true);
|
|
|
|
//draw handles
|
|
float gripsize = GRIP_SIZE / renderer.Scale;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
RectangleF handleRect = new RectangleF(controlHandles[i].Position.x - gripsize * 0.5f, controlHandles[i].Position.y - gripsize * 0.5f, gripsize, gripsize);
|
|
renderer.RenderRectangleFilled(handleRect, General.Colors.Background, true);
|
|
renderer.RenderRectangle(handleRect, 2, General.Colors.Highlight, true);
|
|
}
|
|
renderer.Finish();
|
|
}
|
|
renderer.Present();
|
|
}
|
|
|
|
private SectorProperties getSectorProperties(int lineIndex, int sectorIndex) {
|
|
float delta = (float)sectorIndex / (float)form.Subdivisions;
|
|
delta += (1.0f - delta) / (float)form.Subdivisions;
|
|
SectorProperties sp = new SectorProperties();
|
|
|
|
sp.Brightness = intepolateValue(sectorProps1[lineIndex].Brightness, sectorProps2[lineIndex].Brightness, delta, form.BrightnessMode);
|
|
sp.FloorHeight = intepolateValue(sectorProps1[lineIndex].FloorHeight, sectorProps2[lineIndex].FloorHeight, delta, form.FloorAlignMode);
|
|
sp.CeilingHeight = intepolateValue(sectorProps1[lineIndex].CeilingHeight, sectorProps2[lineIndex].CeilingHeight, delta, form.CeilingAlignMode);
|
|
|
|
//textures
|
|
sp.LowTexture = sectorProps1[lineIndex].LowTexture != "-" ? sectorProps1[lineIndex].LowTexture : sectorProps2[lineIndex].LowTexture;
|
|
sp.HighTexture = sectorProps1[lineIndex].HighTexture != "-" ? sectorProps1[lineIndex].HighTexture : sectorProps2[lineIndex].HighTexture;
|
|
|
|
return sp;
|
|
}
|
|
|
|
//this returns a list of shapes to draw
|
|
private List<List<Vector2D[]>> getShapes() {
|
|
List<List<Vector2D[]>> shapes = new List<List<Vector2D[]>>();
|
|
|
|
for (int i = 1; i < segmentsCount; i++) {
|
|
List<Vector2D[]> segShapes = new List<Vector2D[]>();
|
|
|
|
for (int c = 1; c <= form.Subdivisions; c++) {
|
|
Vector2D p0 = curves[i - 1][c - 1];
|
|
Vector2D p1 = curves[i - 1][c];
|
|
Vector2D p2 = curves[i][c];
|
|
Vector2D p3 = curves[i][c - 1];
|
|
segShapes.Add(new Vector2D[] { p0, p1, p2, p3, p0 });
|
|
}
|
|
shapes.Add(segShapes);
|
|
}
|
|
|
|
return shapes;
|
|
}
|
|
|
|
//POINT OPS
|
|
//this returns an array of linedef lengths relative to total segment length
|
|
private float[] getRelativeLengths(Vector2D[] pointGroup) {
|
|
float[] relLenGroup = new float[pointGroup.Length];
|
|
relLenGroup[0] = 0.0f;
|
|
|
|
//get length and angle of line, which defines the shape
|
|
float length = Vector2D.Distance(pointGroup[0], pointGroup[segmentsCount - 1]);// getLineLength(pointGroup[0], pointGroup[segmentsCount - 1]);
|
|
float angle = (float)Math.Atan2(pointGroup[0].y - pointGroup[segmentsCount - 1].y, pointGroup[0].x - pointGroup[segmentsCount - 1].x);
|
|
|
|
float curAngle, diff, segLen;
|
|
Vector2D p0, p1;
|
|
|
|
//get relative length of every line
|
|
for (int i = 1; i < pointGroup.Length - 1; i++) {
|
|
p0 = pointGroup[i - 1];
|
|
p1 = pointGroup[i];
|
|
curAngle = (float)Math.Atan2(p0.y - p1.y, p0.x - p1.x);
|
|
diff = (angle + Angle2D.PI) - (curAngle + Angle2D.PI);
|
|
segLen = (int)(Vector2D.Distance(p0, p1) * Math.Cos(diff));
|
|
relLenGroup[i] = relLenGroup[i - 1] + segLen / length;
|
|
}
|
|
|
|
relLenGroup[pointGroup.Length - 1] = 1.0f;
|
|
|
|
return relLenGroup;
|
|
}
|
|
|
|
//this returns relative handle location
|
|
private Vector2D getHandleLocation(Vector2D start, Vector2D end, Vector2D direction) {
|
|
float angle = -(float)Math.Atan2(start.y - end.y, start.x - end.x);
|
|
float dirAngle = -(float)Math.Atan2(direction.y - start.y, direction.x - start.x);
|
|
float length = (float)Math.Sqrt(Math.Pow(Math.Abs(start.x - end.x), 2.0) + Math.Pow(Math.Abs(start.y - end.y), 2.0)) * 0.3f;
|
|
float diff = (angle + Angle2D.PI) - (dirAngle + Angle2D.PI);
|
|
|
|
if(diff > Angle2D.PI || (diff < 0 && diff > -Angle2D.PI))
|
|
angle += Angle2D.PI;
|
|
|
|
return new Vector2D((float)(Math.Sin(angle) * length), (float)(Math.Cos(angle) * length));
|
|
}
|
|
|
|
//LINE DRAWING
|
|
//returns true if 2 lines intersect
|
|
private bool linesIntersect(Line line1, Line line2) {
|
|
float zn = (line2.End.y - line2.Start.y) * (line1.End.x - line1.Start.x) - (line2.End.x - line2.Start.x) * (line1.End.y - line1.Start.y);
|
|
float ch1 = (line2.End.x - line2.Start.x) * (line1.Start.y - line2.Start.y) - (line2.End.y - line2.Start.y) * (line1.Start.x - line2.Start.x);
|
|
float ch2 = (line1.End.x - line1.Start.x) * (line1.Start.y - line2.Start.y) - (line1.End.y - line1.Start.y) * (line1.Start.x - line2.Start.x);
|
|
|
|
if (zn == 0) return false;
|
|
|
|
if ((ch1 / zn <= 1 && ch1 / zn >= 0) && (ch2 / zn <= 1 && ch2 / zn >= 0))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//LINE SORTING
|
|
//this gets two arrays of connected points from given lines. Returns true if all went well.
|
|
private bool setupPointGroups(List<Line> linesList) {
|
|
//find prev/next lines for each line
|
|
for (int i = 0; i < linesList.Count; i++) {
|
|
Line curLine = linesList[i];
|
|
|
|
for (int c = 0; c < linesList.Count; c++) {
|
|
if (c != i) {//don't wanna play with ourselves :)
|
|
Line line = linesList[c];
|
|
|
|
//check start and end points
|
|
if (curLine.Start == line.Start) {
|
|
line.Invert();
|
|
curLine.Previous = line;
|
|
} else if (curLine.Start == line.End) {
|
|
curLine.Previous = line;
|
|
} else if (curLine.End == line.End) {
|
|
line.Invert();
|
|
curLine.Next = line;
|
|
} else if (curLine.End == line.Start) {
|
|
curLine.Next = line;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
List<List<Vector2D>> pointGroups = new List<List<Vector2D>>();
|
|
List<List<Line>> sortedLines = new List<List<Line>>();
|
|
|
|
//now find start lines
|
|
for (int i = 0; i < linesList.Count; i++) {
|
|
Line curLine = linesList[i];
|
|
|
|
if (curLine.Previous == null) { //found start
|
|
//collect points
|
|
Line l = curLine;
|
|
List<Vector2D> points = new List<Vector2D>();
|
|
List<Line> lines = new List<Line>();
|
|
points.Add(l.Start);
|
|
|
|
do {
|
|
points.Add(l.End);
|
|
lines.Add(l);
|
|
} while ((l = l.Next) != null);
|
|
|
|
pointGroups.Add(points);
|
|
sortedLines.Add(lines);
|
|
}
|
|
}
|
|
|
|
if (pointGroups.Count != 2) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Incorrect number of linedef groups! Expected 2, but got " + pointGroups.Count);
|
|
return false;
|
|
}
|
|
|
|
if (pointGroups[0].Count != pointGroups[1].Count) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Linedefs groups must have equal length! Got " + pointGroups[0].Count + " in first group and " + pointGroups[1].Count + " in second.");
|
|
return false;
|
|
}
|
|
|
|
//check if lines from first group intersect with lines from second group
|
|
foreach (Line l1 in sortedLines[0]) {
|
|
foreach (Line l2 in sortedLines[1]) {
|
|
if (linesIntersect(l1, l2)) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "One or more lines from first group intersect with one or more lines from second group!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//both groups count should match at this point
|
|
segmentsCount = pointGroups[0].Count;
|
|
|
|
//collect sector properties
|
|
sectorProps1 = new SectorProperties[sortedLines[0].Count];
|
|
for (int i = 0; i < sortedLines[0].Count; i++ ) {
|
|
sectorProps1[i] = sortedLines[0][i].SectorProperties;
|
|
}
|
|
sectorProps2 = new SectorProperties[sortedLines[1].Count];
|
|
for (int i = 0; i < sortedLines[1].Count; i++) {
|
|
sectorProps2[i] = sortedLines[1][i].SectorProperties;
|
|
}
|
|
|
|
//check if we need to reverse one of point groups
|
|
Line line1 = new Line(pointGroups[0][0], pointGroups[1][0]);
|
|
Line line2 = new Line(pointGroups[0][segmentsCount - 1], pointGroups[1][segmentsCount - 1]);
|
|
|
|
if (linesIntersect(line1, line2)) {
|
|
pointGroups[0].Reverse();
|
|
Array.Reverse(sectorProps1);
|
|
}
|
|
|
|
//fill point groups
|
|
pointGroup1 = new Vector2D[segmentsCount];
|
|
pointGroup2 = new Vector2D[segmentsCount];
|
|
|
|
pointGroups[0].CopyTo(pointGroup1);
|
|
pointGroups[1].CopyTo(pointGroup2);
|
|
|
|
return true;
|
|
}
|
|
|
|
//Easing functions. Based on Robert Penner's original easing equations (http://www.robertpenner.com/easing/)
|
|
/**
|
|
* Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity.
|
|
*/
|
|
private int easeInSine(int val1, int val2, float delta) {
|
|
float f_val1 = (float)val1;
|
|
float f_val2 = (float)val2 - f_val1;
|
|
return (int)(-f_val2 * Math.Cos(delta * Angle2D.PIHALF) + f_val2 + f_val1);
|
|
}
|
|
|
|
/**
|
|
* Easing equation function for a sinusoidal (sin(t)) easing out: decelerating from zero velocity.
|
|
*/
|
|
private int easeOutSine(int val1, int val2, float delta) {
|
|
float f_val1 = (float)val1;
|
|
float f_val2 = (float)val2;
|
|
return (int)((f_val2 - f_val1) * Math.Sin(delta * Angle2D.PIHALF) + f_val1);
|
|
}
|
|
|
|
/**
|
|
* Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration.
|
|
*/
|
|
private int easeInOutSine(int val1, int val2, float delta) {
|
|
float f_val1 = (float)val1;
|
|
float f_val2 = (float)val2;
|
|
return (int)(-f_val2 / 2.0f * (Math.Cos(Angle2D.PI * delta) - 1.0f) + f_val1);
|
|
}
|
|
|
|
private int intepolateValue(int val1, int val2, float delta, string mode) {
|
|
switch (mode) {
|
|
case BridgeInterpolationMode.HIGHEST:
|
|
case BridgeInterpolationMode.BRIGHTNESS_HIGHEST:
|
|
return Math.Max(val1, val2);
|
|
|
|
case BridgeInterpolationMode.LOWEST:
|
|
case BridgeInterpolationMode.BRIGHTNESS_LOWEST:
|
|
return Math.Min(val1, val2);
|
|
|
|
case BridgeInterpolationMode.LINEAR:
|
|
return (int)(delta * (float)val2 + (1.0f - delta) * (float)val1);
|
|
|
|
case BridgeInterpolationMode.IN_SINE:
|
|
return easeInSine(val1, val2, delta);
|
|
|
|
case BridgeInterpolationMode.OUT_SINE:
|
|
return easeOutSine(val1, val2, delta);
|
|
|
|
case BridgeInterpolationMode.IN_OUT_SINE:
|
|
return easeInOutSine(val1, val2, delta);
|
|
|
|
default:
|
|
throw new Exception("DrawBezierPathMode.intepolateValue: got unknown mode: '" + mode + "'");
|
|
}
|
|
}
|
|
|
|
//EVENTS
|
|
private void form_OnSubdivisionChanged(object sender, EventArgs e) {
|
|
update();
|
|
}
|
|
|
|
private void form_OnOkClick(object sender, EventArgs e) {
|
|
FinishDraw();
|
|
}
|
|
|
|
private void form_OnCancelClick(object sender, EventArgs e) {
|
|
OnCancel();
|
|
}
|
|
|
|
private void form_OnFlipClick(object sender, EventArgs e) {
|
|
Array.Reverse(pointGroup1);
|
|
Array.Reverse(sectorProps1);
|
|
|
|
//swap handles position
|
|
Vector2D p = controlHandles[0].Position;
|
|
controlHandles[0].Position = controlHandles[2].Position;
|
|
controlHandles[2].Position = p;
|
|
|
|
update();
|
|
}
|
|
|
|
//ACTIONS
|
|
// Finish drawing
|
|
[BeginAction("finishdraw")]
|
|
public void FinishDraw() {
|
|
// Accept the changes
|
|
General.Editing.AcceptMode();
|
|
}
|
|
|
|
[BeginAction("increasesubdivlevel")]
|
|
private void increaseSubdivLevel() {
|
|
if (form != null && form.Subdivisions < MAX_SUBDIVISIONS)
|
|
form.Subdivisions++;
|
|
}
|
|
|
|
[BeginAction("decreasesubdivlevel")]
|
|
private void decreaseSubdivLevel() {
|
|
if (form != null && form.Subdivisions > MIN_SUBDIVISIONS)
|
|
form.Subdivisions--;
|
|
}
|
|
}
|
|
|
|
internal struct SectorProperties {
|
|
public int FloorHeight;
|
|
public int CeilingHeight;
|
|
public int Brightness;
|
|
public float Angle;
|
|
public string HighTexture;
|
|
public string LowTexture;
|
|
}
|
|
|
|
internal class ControlHandle
|
|
{
|
|
public Vector2D Position;
|
|
public Vector2D ControlledPoint; //point, to which this handle is assigned
|
|
public Vector2D RelativePosition {
|
|
get {
|
|
return new Vector2D(Position.x - ControlledPoint.x, Position.y - ControlledPoint.y);
|
|
}
|
|
set {
|
|
Position = new Vector2D(ControlledPoint.x + value.x, ControlledPoint.y + value.y);
|
|
}
|
|
}
|
|
public ControlHandle Pair; //second handle, to which this handle is paired
|
|
}
|
|
|
|
internal class Line {
|
|
public Vector2D Start { get { return start; } }
|
|
private Vector2D start;
|
|
|
|
public Vector2D End { get { return end; } }
|
|
private Vector2D end;
|
|
|
|
public SectorProperties SectorProperties;
|
|
|
|
public Line Previous;
|
|
public Line Next;
|
|
|
|
public Line(Linedef ld) {
|
|
start = new Vector2D((int)ld.Start.Position.x, (int)ld.Start.Position.y);
|
|
end = new Vector2D((int)ld.End.Position.x, (int)ld.End.Position.y);
|
|
|
|
SectorProperties = new SectorProperties();
|
|
|
|
SectorProperties.Angle = ld.Angle;
|
|
|
|
if (ld.Back != null) {
|
|
SectorProperties.CeilingHeight = ld.Back.Sector.CeilHeight;
|
|
SectorProperties.FloorHeight = ld.Back.Sector.FloorHeight;
|
|
SectorProperties.Brightness = ld.Back.Sector.Brightness;
|
|
SectorProperties.HighTexture = ld.Back.HighTexture != "-" ? ld.Back.HighTexture : ld.Back.MiddleTexture;
|
|
SectorProperties.LowTexture = ld.Back.LowTexture != "-" ? ld.Back.LowTexture : ld.Back.MiddleTexture;
|
|
}else if(ld.Front != null){
|
|
SectorProperties.CeilingHeight = ld.Front.Sector.CeilHeight;
|
|
SectorProperties.FloorHeight = ld.Front.Sector.FloorHeight;
|
|
SectorProperties.Brightness = ld.Front.Sector.Brightness;
|
|
SectorProperties.HighTexture = ld.Front.HighTexture != "-" ? ld.Front.HighTexture : ld.Front.MiddleTexture;
|
|
SectorProperties.LowTexture = ld.Front.LowTexture != "-" ? ld.Front.LowTexture : ld.Front.MiddleTexture;
|
|
}else{
|
|
SectorProperties.CeilingHeight = 128;
|
|
SectorProperties.FloorHeight = 0;
|
|
SectorProperties.Brightness = 192;
|
|
SectorProperties.HighTexture = "-";
|
|
SectorProperties.LowTexture = "-";
|
|
}
|
|
}
|
|
|
|
public Line(Vector2D start, Vector2D end) {
|
|
this.start = start;
|
|
this.end = end;
|
|
}
|
|
|
|
public void Invert() {
|
|
Vector2D s = start;
|
|
start = end;
|
|
end = s;
|
|
SectorProperties.Angle *= -1;
|
|
}
|
|
}
|
|
}
|