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

571 lines
21 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Windows;
#endregion
//JBR Vertex into Shape mode
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Vertex into Shape",
AllowCopyPaste = false,
Volatile = true)]
public sealed class VertexIntoShapeMode : BaseClassicMode
{
#region ================== Constants
private const float LINE_THICKNESS = 0.6f;
private const int CLOSESHAPE_ORIGIN = 0;
private const int CLOSESHAPE_VERTICES = 1;
private const int SHAPE = 2;
private const int LINEDEFS = 3;
private const int VERTICES = 4;
private const int THINGS = 5;
#endregion
#region ================== Variables
// Collections
private ICollection<Vertex> selected;
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public VertexIntoShapeMode(EditMode basemode)
{
// Make collections by selection
selected = General.Map.Map.GetSelectedVertices(true);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This generates the shape from a vertex
private 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
private static void CalculateOrigin(bool boxed, bool ellipse, Vector2D start, Vector2D end, out Vector2D origin, out Vector2D endpoint, out float radiusX, out float radiusY)
{
origin = start;
endpoint = end;
if (boxed)
{
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 (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;
}
}
}
// This draws a point at a specific location
private static 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;
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_vertexintoshape.html");
}
// Cancelled
public override void OnCancel()
{
// Cancel base class
base.OnCancel();
// Return to base mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Show toolbox window
BuilderPlug.Me.VertexIntoShapeForm.Show((Form)General.Interface);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
// Hide toolbox window
BuilderPlug.Me.VertexIntoShapeForm.Hide();
}
// This applies the curves and returns to the base mode
public override void OnAccept()
{
BuilderPlug.Me.VertexIntoShapeForm.RestartSeed();
bool previewreference = BuilderPlug.Me.VertexIntoShapeForm.PreviewReference;
bool removevertices = BuilderPlug.Me.VertexIntoShapeForm.RemoveVertices;
bool ellipse = BuilderPlug.Me.VertexIntoShapeForm.Ellipse;
int createas = BuilderPlug.Me.VertexIntoShapeForm.CreateAs;
bool frontoutside = BuilderPlug.Me.VertexIntoShapeForm.FrontOutside;
int spikingmode = BuilderPlug.Me.VertexIntoShapeForm.SpikingMode;
ThingBrowser2Form.Result thingresult = new ThingBrowser2Form.Result();
// Ask for thing type...
if (createas == THINGS)
{
BuilderPlug.Me.VertexIntoShapeForm.Hide();
// Pick the thing to add...
thingresult = ThingBrowser2Form.BrowseThing(BuilderPlug.Me.PerpendicularVertexForm);
if (!thingresult.OK)
{
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
General.Interface.DisplayStatus(StatusType.Warning, "Operation aborted.");
return;
}
BuilderPlug.Me.VertexIntoShapeForm.Show();
BuilderPlug.Me.VertexIntoShapeForm.Activate();
}
// Create undo
if (selected.Count == 1)
{
General.Map.UndoRedo.CreateUndo(String.Format("Vertex into shape"));
}
else
{
General.Map.UndoRedo.CreateUndo(String.Format("{0} Vertices into shapes", selected.Count));
}
// Go for all selected lines
foreach (Vertex v in selected)
{
// This values can be random...
float radiusX = BuilderPlug.Me.VertexIntoShapeForm.RadiusX;
float radiusY = BuilderPlug.Me.VertexIntoShapeForm.RadiusY;
int sides = BuilderPlug.Me.VertexIntoShapeForm.Sides;
int spikiness = BuilderPlug.Me.VertexIntoShapeForm.Spikiness;
float startangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.StartAngle);
float sweepangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.SweepAngle);
BuilderPlug.Me.VertexIntoShapeForm.NextShape();
// Skip shapes that are smaller than 1 radius.
if (radiusX < 1f || radiusY < 1f) continue;
// Generate shape
Vector2D origin = v.Position;
List<Vector2D> shapevecs = GenerateShape(origin, sides, spikiness, spikingmode, radiusX, radiusY, startangle, startangle + sweepangle);
// Delete last vertex if match with first
bool wasClosedShape = shapevecs[0].CloseTo(shapevecs[shapevecs.Count - 1], 0.1f);
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
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)
{
for (int i = 0; i < shapevecs.Count; i++)
{
Thing tp = General.Map.Map.CreateThing();
if (tp != null)
{
General.Settings.ApplyDefaultThingSettings(tp);
thingresult.Apply(tp);
tp.Move(shapevecs[i]);
tp.UpdateConfiguration();
}
}
}
// 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]);
}
}
}
if (createas == THINGS)
{
//Update Things filter
General.Map.ThingsFilter.Update();
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// 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;
}
if (removevertices)
{
// Remove vertices and all attached linedefs
General.Map.Map.BeginAddRemove();
foreach (Vertex v in selected)
{
if (v.Linedefs.Count > 0)
{
List<Linedef> list = new List<Linedef>(v.Linedefs);
foreach (Linedef ld in list)
{
ld.Dispose();
}
}
else
{
v.Dispose();
}
}
General.Map.Map.EndAddRemove();
}
// Notify user
if (selected.Count == 1)
{
General.Interface.DisplayStatus(StatusType.Action, "Created a shape from vertex.");
}
else
{
General.Interface.DisplayStatus(StatusType.Action, "Created " + selected.Count + " shapes from vertices.");
}
// Return to base mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// Redrawing 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, Presentation.THINGS_ALPHA);
renderer.RenderNiGHTSPath();
renderer.Finish();
}
BuilderPlug.Me.VertexIntoShapeForm.RestartSeed();
bool previewreference = BuilderPlug.Me.VertexIntoShapeForm.PreviewReference;
bool removevertices = BuilderPlug.Me.VertexIntoShapeForm.RemoveVertices;
bool ellipse = BuilderPlug.Me.VertexIntoShapeForm.Ellipse;
int createas = BuilderPlug.Me.VertexIntoShapeForm.CreateAs;
bool frontoutside = BuilderPlug.Me.VertexIntoShapeForm.FrontOutside;
int spikingmode = BuilderPlug.Me.VertexIntoShapeForm.SpikingMode;
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
PixelColor color = General.Colors.Highlight;
// Render overlay
if(renderer.StartOverlay(true))
{
// Go for all selected vertices (reference lines)
if (previewreference)
{
foreach (Vertex v in selected)
{
// This values can be random...
float radiusX = BuilderPlug.Me.VertexIntoShapeForm.RadiusX;
float radiusY = BuilderPlug.Me.VertexIntoShapeForm.RadiusY;
int sides = BuilderPlug.Me.VertexIntoShapeForm.Sides;
int spikiness = BuilderPlug.Me.VertexIntoShapeForm.Spikiness;
float startangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.StartAngle);
float sweepangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.SweepAngle);
BuilderPlug.Me.VertexIntoShapeForm.NextShape();
// Skip shapes that are smaller than 1 radius.
if (radiusX < 1f || radiusY < 1f) continue;
// Generate shape
Vector2D origin = v.Position;
List<Vector2D> shapevecs = GenerateShape(origin, sides, spikiness, spikingmode, radiusX, radiusY, startangle, startangle + sweepangle);
// render reference
if (previewreference)
{
List<Vector2D> refcircle = GenerateShape(origin, 24, 0, 0, radiusX, radiusY, startangle, startangle + 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);
}
}
}
BuilderPlug.Me.VertexIntoShapeForm.RestartSeed();
// Go for all selected vertices (actual shape)
foreach (Vertex v in selected)
{
// This values can be random...
float radiusX = BuilderPlug.Me.VertexIntoShapeForm.RadiusX;
float radiusY = BuilderPlug.Me.VertexIntoShapeForm.RadiusY;
int sides = BuilderPlug.Me.VertexIntoShapeForm.Sides;
int spikiness = BuilderPlug.Me.VertexIntoShapeForm.Spikiness;
float startangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.StartAngle);
float sweepangle = Angle2D.DegToRad(BuilderPlug.Me.VertexIntoShapeForm.SweepAngle);
BuilderPlug.Me.VertexIntoShapeForm.NextShape();
// Skip shapes that are smaller than 1 radius.
if (radiusX < 1f || radiusY < 1f) continue;
// Generate shape
Vector2D origin = v.Position;
List<Vector2D> shapevecs = GenerateShape(origin, sides, spikiness, spikingmode, radiusX, radiusY, startangle, startangle + sweepangle);
// Check if the shape is closed
bool isShapeClosed = shapevecs[0].CloseTo(shapevecs[shapevecs.Count - 1], 0.001f);
// 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);
// Gray out origin if is to remove vertex
if (removevertices)
renderer.RenderRectangleFilled(new RectangleF(origin.x - vsize, origin.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.Grid, true);
}
renderer.Finish();
}
renderer.Present();
}
#endregion
}
}