public void OnChangeTargetHeight(int amount) { VisualSlope pivothandle = null; List <IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false); List <SectorLevel> levels = new List <SectorLevel>(); if (selectedsectors.Count == 0) { levels.Add(level); } else { foreach (BaseVisualGeometrySector bvgs in selectedsectors) { levels.Add(bvgs.Level); } if (!levels.Contains(level)) { levels.Add(level); } } // Try to find a slope handle the user set to be the pivot handle // TODO: doing this every time is kind of stupid. Maybe store the pivot handle in the mode? foreach (KeyValuePair <Sector, List <VisualSlope> > kvp in mode.AllSlopeHandles) { foreach (VisualSidedefSlope handle in kvp.Value) { if (handle.Pivot) { pivothandle = handle; break; } } } // User didn't set a pivot handle, try to find the smart pivot handle if (pivothandle == null) { pivothandle = GetSmartPivotHandle(this, mode); } // Still no pivot handle, cancle if (pivothandle == null) { return; } pivothandle.SmartPivot = true; mode.CreateUndo("Change slope"); Plane originalplane = level.plane; Plane pivotplane = ((VisualSidedefSlope)pivothandle).Level.plane; // Build a new plane. p1 and p2 are the points of the slope handle that is modified, p3 is on the line of the pivot handle Vector3D p1 = new Vector3D(sidedef.Line.Start.Position, (float)Math.Round(originalplane.GetZ(sidedef.Line.Start.Position))); Vector3D p2 = new Vector3D(sidedef.Line.End.Position, (float)Math.Round(originalplane.GetZ(sidedef.Line.End.Position))); Vector3D p3 = new Vector3D(((VisualSidedefSlope)pivothandle).Sidedef.Line.Line.GetCoordinatesAt(0.5f), (float)Math.Round(pivotplane.GetZ(((VisualSidedefSlope)pivothandle).Sidedef.Line.Line.GetCoordinatesAt(0.5f)))); // Move the points of the handle up/down p1 += new Vector3D(0f, 0f, amount); p2 += new Vector3D(0f, 0f, amount); Plane plane = new Plane(p1, p2, p3, true); // Apply slope to surfaces foreach (SectorLevel l in levels) { ApplySlope(l, plane, mode); } mode.SetActionResult("Changed slope."); }
/// <summary> /// Tries to find a slope handle to pivot around. If possible if finds the handle belonging to a line that has the /// same angle as the start handle, and is the furthest away. If such a handle does not exist it finds one that's /// closest to those specs /// </summary> /// <param name="starthandle">The slope handle to start from (the one we need to find a pivot handle for)</param> /// <returns></returns> public static VisualSidedefSlope GetSmartPivotHandle(VisualSidedefSlope starthandle, BaseVisualMode mode) { VisualSidedefSlope handle = starthandle; List <VisualSidedefSlope> potentialhandles = new List <VisualSidedefSlope>(); List <IVisualEventReceiver> selectedsectors = mode.GetSelectedObjects(true, false, false, false, false); if (selectedsectors.Count == 0) { // No sectors selected, so find all handles that belong to the same level foreach (VisualSidedefSlope checkhandle in mode.AllSlopeHandles[starthandle.Sidedef.Sector]) { if (checkhandle != starthandle && checkhandle.Level == starthandle.Level) { potentialhandles.Add(checkhandle); } } } else { // Sectors are selected, get all handles from those sectors that have the same level HashSet <Sector> sectors = new HashSet <Sector>(); foreach (BaseVisualGeometrySector bvgs in selectedsectors) { sectors.Add(bvgs.Sector.Sector); } foreach (Sector s in sectors) { foreach (VisualSidedefSlope checkhandle in mode.AllSlopeHandles[s]) { if (checkhandle != starthandle) { foreach (BaseVisualGeometrySector bvgs in selectedsectors) { if (bvgs.Level == checkhandle.Level) { potentialhandles.Add(checkhandle); } } } } } } foreach (KeyValuePair <Sector, List <VisualSlope> > kvp in mode.AllSlopeHandles) { foreach (VisualSidedefSlope checkhandle in kvp.Value) { checkhandle.SmartPivot = false; } } // Sort potential handles by their angle difference to the start handle. That means that handles with less angle difference will be at the beginning of the list List <VisualSidedefSlope> anglediffsortedhandles = potentialhandles.OrderBy(h => Math.Abs(starthandle.NormalizedAngleDeg - h.NormalizedAngleDeg)).ToList(); // Get all potential handles that have to same angle as the one that's closest to the start handle, then sort them by distance, and take the one that's furthest away if (anglediffsortedhandles.Count > 0) { handle = anglediffsortedhandles.Where(h => h.NormalizedAngleDeg == anglediffsortedhandles[0].NormalizedAngleDeg).OrderByDescending(h => Math.Abs(starthandle.Sidedef.Line.Line.GetDistanceToLine(h.sidedef.Line.GetCenterPoint(), false))).First(); } if (handle == starthandle) { return(null); } return(handle); }