ZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawShapeMode.cs

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#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
//JBR Draw Shape Mode
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Shape Mode",
SwitchAction = "drawshapemode",
ButtonImage = "DrawShapeMode.png",
ButtonOrder = int.MinValue + 6,
ButtonGroup = "000_drawing",
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawShapeMode : DrawGeometryMode
{
#region ================== Variables
public const int CLOSESHAPE_ORIGIN = 0;
public const int CLOSESHAPE_VERTICES = 1;
public const int SHAPE = 2;
public const int LINEDEFS = 3;
public const int VERTICES = 4;
public const int THINGS = 5;
protected static int thingtype = 1; // Changed when adding things
protected static bool previewreference = true;
protected static bool ellipse = true;
protected static int firstpointtype = 0;
protected static int sides = 8;
protected static int spikiness = 0;
protected static int spikingmode = 0;
protected static int createas = 0;
protected static bool frontoutside = false;
protected static float startangle = 0f;
protected static float sweepangle = Angle2D.PI2;
protected static bool limitonquad = true;
protected static int transformonquad = 0; // Leave as always 0 for now
protected Vector2D start;
protected Vector2D end;
protected Vector2D origin;
//interface
private DrawShapeOptionsPanel panel;
private Docker docker;
#endregion
#region ================== Constructor
public DrawShapeMode()
{
}
#endregion
#region ================== Methods
// This generates the shape from a vertex
protected static List<Vector2D> GenerateShape(Vector2D origin, int sides, int spikiness, int spikingmode, float radiusX, float radiusY, float start, float end)
{
if (sides <= 0) return new List<Vector2D>();
float spikeX = (float)spikiness / 100f * radiusX;
float spikeY = (float)spikiness / 100f * radiusY;
float spikeDef = (float)spikiness;
// Make list
List<Vector2D> points = new List<Vector2D>();
// Spiking fun!
int spiketype = spikingmode >> 2;
int spikematch = spikingmode & 1;
if ((spikingmode & 2) == 2)
{
spikeX = -spikeX;
spikeY = -spikeY;
}
// FEATURE: In some spikingmodes, if spikiness is over 100% the spikes can cross between center for interesting results!
// Plot each side
for (int i = 0; i < sides + 1; i++)
{
float offX = 0f;
float offY = 0f;
if (spiketype == 0)
{
// Spike outside and inside
if ((i & 1) == spikematch)
{
offX = spikeX;
offY = spikeY;
}
}
else if (spiketype == 1)
{
// Spike zig-zag and gear
offX = spikeX;
offY = spikeY;
if ((spikematch == 0) || (i & 1) == spikematch)
{
spikeX = -spikeX;
spikeY = -spikeY;
}
}
else if (spiketype == 2)
{
// Simulate the DrawEllipse spikiness
if ((i & 1) == spikematch)
{
offX = spikeDef;
offY = spikeDef;
}
}
float delta = (float)i / sides;
float angle = start + (end - start) * delta;
float x = (float)Math.Cos(angle) * (radiusX + offX);
float y = (float)Math.Sin(angle) * (radiusY + offY);
Vector2D vertex = new Vector2D(x, y);
points.Add(origin + vertex);
}
// Done
return points;
}
// Calculate origin and radius from 2 vectors
protected static void CalculateOrigin(int firstpointtype, bool ellipse, Vector2D start, Vector2D end, out Vector2D origin, out Vector2D endpoint, out float radiusX, out float radiusY)
{
origin = start;
endpoint = end;
if (firstpointtype == 1)
{
// 1st point in corner like DrawEllipse
origin = (start + end) / 2f;
float centerX = (end.x - start.x) / 2f;
float centerY = (end.y - start.y) / 2f;
radiusX = Math.Abs(centerX);
radiusY = Math.Abs(centerY);
if (!ellipse)
{
if (radiusX > radiusY)
{
radiusY = radiusX;
centerY = (centerY >= 0f) ? Math.Abs(centerX) : -Math.Abs(centerX);
}
else
{
radiusX = radiusY;
centerX = (centerX >= 0f) ? Math.Abs(centerY) : -Math.Abs(centerY);
}
origin.x = start.x + centerX;
origin.y = start.y + centerY;
}
}
else if (firstpointtype == 2)
{
// 1st point in side/corner towards origin
radiusX = Math.Abs(end.x - start.x);
radiusY = Math.Abs(end.y - start.y);
origin = end;
endpoint = start;
if (!ellipse)
{
if (radiusX > radiusY)
radiusY = radiusX;
else
radiusX = radiusY;
}
}
else
{
// 1st point in center towards radius
if (ellipse)
{
radiusX = Math.Abs(end.x - start.x);
radiusY = Math.Abs(end.y - start.y);
}
else
{
float radius = (end - start).GetLength();
radiusX = radius;
radiusY = radius;
}
}
}
// Recalculate angle from quadrant
protected static float ReCalculateAngleFromQuadrant(int transformonquad, float angle, bool inverse, Vector2D start, Vector2D end)
{
Vector2D delta = end - start;
if (transformonquad == 0) // top-right quadrant (1)
{
if (delta.x < 0)
{
if (delta.y < 0) // quadrant 3
angle += inverse ? -Angle2D.PI : Angle2D.PI;
else // quadrant 2
angle += inverse ? -Angle2D.PIHALF : Angle2D.PIHALF;
}
else
{
if (delta.y < 0) // quadrant 4
angle += inverse ? -Angle2D.PIANDHALF : Angle2D.PIANDHALF;
else // quadrant 1
angle += inverse ? -0 : 0;
}
}
else if (transformonquad == 1) // top-left quadrant (2)
{
if (delta.x < 0)
{
if (delta.y < 0) // quadrant 3
angle += inverse ? -Angle2D.PIHALF : Angle2D.PIHALF;
else // quadrant 2
angle += inverse ? -0 : 0;
}
else
{
if (delta.y < 0) // quadrant 4
angle += inverse ? -Angle2D.PI : Angle2D.PI;
else // quadrant 1
angle += inverse ? Angle2D.PIHALF : -Angle2D.PIHALF;
}
}
else if (transformonquad == 2) // bottom-left quadrant (3)
{
if (delta.x < 0)
{
if (delta.y < 0) // quadrant 3
angle += inverse ? -0 : 0;
else // quadrant 2
angle += inverse ? Angle2D.PIHALF : -Angle2D.PIHALF;
}
else
{
if (delta.y < 0) // quadrant 4
angle += inverse ? -Angle2D.PIHALF : Angle2D.PIHALF;
else // quadrant 1
angle += inverse ? Angle2D.PI : -Angle2D.PI;
}
}
else if (transformonquad == 3) // bottom-right quadrant (4)
{
if (delta.x < 0)
{
if (delta.y < 0) // quadrant 3
angle += inverse ? Angle2D.PIHALF : -Angle2D.PIHALF;
else // quadrant 2
angle += inverse ? Angle2D.PI : -Angle2D.PI;
}
else
{
if (delta.y < 0) // quadrant 4
angle += inverse ? -0 : 0;
else // quadrant 1
angle += inverse ? Angle2D.PIANDHALF : -Angle2D.PIANDHALF;
}
}
else if (transformonquad == 4) // Flip around (disabled!)
{
if (delta.x < 0)
{
// Flip horizontally
if (angle < Angle2D.PI)
angle = Angle2D.PI - angle;
else
angle = Angle2D.PI2 + Angle2D.PI - angle;
}
if (delta.y < 0)
{
// Flip vertically
angle = Angle2D.PI2 - angle;
}
}
if (angle < 0f) angle += Angle2D.PI2;
if (angle >= Angle2D.PI2) angle -= Angle2D.PI2;
return angle;
}
// Allow user to modify angles by using the mouse
protected void EndpointDrawShapeAngle(bool doSweepAngle)
{
Vector2D delta = end - start;
float angle = -(float)Math.Atan2(-delta.y, delta.x);
if (angle < 0f) angle = Angle2D.PI2 + angle;
if (doSweepAngle)
{
float restartang = startangle;
if (limitonquad) restartang = ReCalculateAngleFromQuadrant(transformonquad, restartang, false, start, end);
sweepangle = angle - restartang;
if (sweepangle < 0f) sweepangle += Angle2D.PI2;
if (sweepangle == 0f || sweepangle > Angle2D.PI2) sweepangle = Angle2D.PI2;
panel.SweepAngle = Angle2D.RadToDeg(sweepangle);
}
else
{
startangle = angle;
if (limitonquad) startangle = ReCalculateAngleFromQuadrant(transformonquad, startangle, true, start, end);
panel.StartAngle = Angle2D.RadToDeg(startangle);
}
}
// This draws a point at a specific location
protected virtual bool AddPointAt(List<DrawnVertex> shapepts, Vector2D pos, bool stitch, bool stitchline)
{
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = stitch;
newpoint.stitchline = stitchline;
shapepts.Add(newpoint);
return true;
}
override protected void Update()
{
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
// Render drawing lines
if (renderer.StartOverlay(true))
{
PixelColor color = snaptonearest ? stitchcolor : losecolor;
if (points.Count == 1)
{
// Update ending point
if (curp.pos.IsFinite()) end = curp.pos;
// Generate shape
Vector2D endpoint;
float radiusX, radiusY;
CalculateOrigin(firstpointtype, ellipse, start, end, out origin, out endpoint, out radiusX, out radiusY);
float angle = startangle;
if (limitonquad) angle = ReCalculateAngleFromQuadrant(transformonquad, startangle, false, start, end);
List<Vector2D> shapevecs = GenerateShape(origin, sides, spikiness, spikingmode, radiusX, radiusY, angle, angle + sweepangle);
// Check if the shape is closed
bool isShapeClosed = shapevecs[0].CloseTo(shapevecs[shapevecs.Count - 1], 0.1f);
// render reference
if (previewreference)
{
List<Vector2D> refcircle = GenerateShape(origin, 32, 0, 0, radiusX, radiusY, angle, angle + sweepangle);
for (int i = 1; i < refcircle.Count; i++)
renderer.RenderLine(refcircle[i - 1], refcircle[i], LINE_THICKNESS, General.Colors.Grid, true);
renderer.RenderLine(origin, shapevecs[0], LINE_THICKNESS, General.Colors.Grid, true);
renderer.RenderLine(origin, shapevecs[shapevecs.Count - 1], LINE_THICKNESS, General.Colors.Grid, true);
}
renderer.RenderRectangleFilled(new RectangleF(start.x - vsize, start.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
renderer.RenderRectangleFilled(new RectangleF(endpoint.x - vsize, endpoint.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
// render labels
Vector2D[] labelCoords = new[] {
new Vector2D(origin.x - radiusX, origin.y - radiusY),
new Vector2D(origin.x + radiusX, origin.y - radiusY),
new Vector2D(origin.x + radiusX, origin.y + radiusY),
new Vector2D(origin.x - radiusX, origin.y + radiusY),
new Vector2D(origin.x - radiusX, origin.y - radiusY)
};
for (int i = 1; i < 5; i++)
{
labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]);
renderer.RenderText(labels[i - 1].TextLabel);
}
labels[4].Move(origin, shapevecs[0]);
renderer.RenderText(labels[4].TextLabel);
labels[5].Move(shapevecs[0], shapevecs[1]);
renderer.RenderText(labels[5].TextLabel);
if (sweepangle < Angle2D.PI2)
{
labels[5].Move(origin, shapevecs[shapevecs.Count - 1]);
renderer.RenderText(labels[5].TextLabel);
}
// render shape
if (createas <= LINEDEFS)
{
for (int i = 1; i < shapevecs.Count; i++)
renderer.RenderLine(shapevecs[i - 1], shapevecs[i], LINE_THICKNESS, color, true);
if (!isShapeClosed && createas == CLOSESHAPE_ORIGIN)
{
renderer.RenderLine(shapevecs[shapevecs.Count - 1], origin, LINE_THICKNESS, color, true);
renderer.RenderLine(origin, shapevecs[0], LINE_THICKNESS, color, true);
}
if (!isShapeClosed && createas == CLOSESHAPE_VERTICES)
{
renderer.RenderLine(shapevecs[shapevecs.Count - 1], shapevecs[0], LINE_THICKNESS, color, true);
}
}
// render vertices
for (int i = 0; i < shapevecs.Count; i++)
renderer.RenderRectangleFilled(new RectangleF(shapevecs[i].x - vsize, shapevecs[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
else
{
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
// This draws a point at a specific location
override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
{
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = true; //stitch
newpoint.stitchline = stitchline;
points.Add(newpoint);
if (points.Count == 1) //add point and labels
{
start = newpoint.pos;
labels.AddRange(new[] {
new LineLengthLabel(false, true),
new LineLengthLabel(false, true),
new LineLengthLabel(false, true),
new LineLengthLabel(false, true),
new LineLengthLabel(true, true),
new LineLengthLabel(true, true)
});
Update();
}
else if (points[0].pos == points[1].pos) //nothing is drawn
{
points = new List<DrawnVertex>();
FinishDraw();
}
else
{
end = newpoint.pos;
FinishDraw();
}
return true;
}
override public void RemovePoint()
{
if (points.Count > 0) points.RemoveAt(points.Count - 1);
if (labels.Count > 0) labels = new List<LineLengthLabel>();
Update();
}
#endregion
#region ================== Events
public override void OnEngage()
{
base.OnEngage();
// Create and setup settings panel
panel = new DrawShapeOptionsPanel();
panel.PreviewReference = previewreference;
panel.Ellipse = ellipse;
panel.FirstPointType = firstpointtype;
panel.CreateAs = createas;
panel.FrontOutside = frontoutside;
panel.Sides = sides;
panel.Spikiness = spikiness;
panel.SpikingMode = spikingmode;
panel.StartAngle = Angle2D.RadToDeg(startangle);
panel.SweepAngle = Angle2D.RadToDeg(sweepangle);
panel.LimitAngleQuad = limitonquad;
panel.OnValueChanged += OptionsPanelOnValueChanged;
// Add docker
docker = new Docker("drawshape", "Draw Shape", panel);
General.Interface.AddDocker(docker);
General.Interface.SelectDocker(docker);
}
public override void OnDisengage()
{
base.OnDisengage();
// Remove docker
General.Interface.RemoveDocker(docker);
panel.Dispose();
panel = null;
}
override public void OnAccept()
{
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
if (points.Count == 2)
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo(String.Format("{0} sides shape draw", sides));
// Generate shape
Vector2D endpoint;
float radiusX, radiusY;
CalculateOrigin(firstpointtype, ellipse, start, end, out origin, out endpoint, out radiusX, out radiusY);
float angle = startangle;
if (limitonquad) angle = ReCalculateAngleFromQuadrant(transformonquad, startangle, false, start, end);
List<Vector2D> shapevecs = GenerateShape(origin, sides, spikiness, spikingmode, radiusX, radiusY, angle, angle + sweepangle);
if (points.Count > 0)
{
// Delete last vertex if match with first
bool wasClosedShape = shapevecs[0].CloseTo(shapevecs[shapevecs.Count - 1], 0.001f);
if (wasClosedShape)
{
shapevecs.RemoveAt(shapevecs.Count - 1);
}
// Flip normals by reversing the list
if (!frontoutside) shapevecs.Reverse();
// Make the drawing
if (createas < LINEDEFS)
{
List<DrawnVertex> shapepts = new List<DrawnVertex>();
foreach (Vector2D t in shapevecs) AddPointAt(shapepts, t, true, true);
if (!wasClosedShape && createas == CLOSESHAPE_ORIGIN)
{
AddPointAt(shapepts, origin, true, true); // Go toward origin before closing
}
if (wasClosedShape || createas <= CLOSESHAPE_VERTICES)
{
AddPointAt(shapepts, shapevecs[0], true, true); // Close the shape
}
if (!Tools.DrawLines(shapepts, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
{
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
return;
}
}
else
{
List<Vertex> vertices = new List<Vertex>();
// Create each point
if (createas != THINGS)
{
for (int i = 0; i < shapevecs.Count; i++)
{
Vertex vp = General.Map.Map.CreateVertex(shapevecs[i]);
if (vp == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
vertices.Add(vp);
}
}
// of for things create things....
if (createas == THINGS)
{
// Pick the thing to add...
ThingBrowserForm f = new ThingBrowserForm(thingtype);
if (f.ShowDialog(BuilderPlug.Me.MenusForm) != DialogResult.OK)
{
f.Dispose();
General.Map.UndoRedo.WithdrawUndo();
return;
}
thingtype = f.SelectedType;
f.Dispose();
// ... and place them
for (int i = 0; i < shapevecs.Count; i++)
{
Thing tp = General.Map.Map.CreateThing();
if (tp == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
General.Settings.ApplyDefaultThingSettings(tp);
tp.SRB2Type = thingtype;
tp.Parameter = 0;
tp.Move(shapevecs[i]);
tp.UpdateConfiguration();
}
//Update Things filter
General.Map.ThingsFilter.Update();
}
// Create linedefs
if (createas == LINEDEFS && shapevecs.Count > 1)
{
for (int i = 1; i < shapevecs.Count; i++)
{
// Join points together
General.Map.Map.CreateLinedef(vertices[i - 1], vertices[i]);
}
if (wasClosedShape)
{
// Join first with last vertex for closed shape
General.Map.Map.CreateLinedef(vertices[shapevecs.Count - 1], vertices[0]);
}
}
}
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if (BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
//mxd
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Map is changed
General.Map.IsChanged = true;
// Show info
General.Interface.DisplayStatus(StatusType.Action, String.Format("Created {0} sides shape.", sides));
}
// Done
Cursor.Current = Cursors.Default;
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
{
previewreference = panel.PreviewReference;
ellipse = panel.Ellipse;
firstpointtype = panel.FirstPointType;
createas = panel.CreateAs;
frontoutside = panel.FrontOutside;
sides = panel.Sides;
spikiness = panel.Spikiness;
spikingmode = panel.SpikingMode;
startangle = Angle2D.DegToRad(panel.StartAngle);
sweepangle = Angle2D.DegToRad(panel.SweepAngle);
limitonquad = panel.LimitAngleQuad;
Update();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if (e.Button == MouseButtons.Middle)
{
EndpointDrawShapeAngle(General.Interface.CtrlState);
}
}
public override void OnHelp()
{
General.ShowHelp("mode_drawshape.html");
}
#endregion
#region ================== Actions
[BeginAction("increasebevel")]
protected void IncreaseBevel()
{
if (spikiness < 4096)
{
spikiness++;
panel.Spikiness = spikiness;
Update();
}
}
[BeginAction("decreasebevel")]
protected void DecreaseBevel()
{
if (spikiness > 0)
{
spikiness--;
panel.Spikiness = spikiness;
Update();
}
}
[BeginAction("increasesubdivlevel")]
protected void IncreaseSubdivLevel()
{
if (sides < 1024)
{
sides++;
panel.Sides = sides;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected void DecreaseSubdivLevel()
{
if (sides > 2)
{
sides--;
panel.Sides = sides;
Update();
}
}
#endregion
}
}