コード例 #1
0
        public void BindTag(int tag)
        {
            Linedef line = null;

            // try to find an line without an action
            foreach (Sidedef sd in sector.Sidedefs)
            {
                if (sd.Line.Action == 0 && sd.Line.Tag == 0 && line == null)
                {
                    line = sd.Line;
                }

                // if a line of the control sector already has the tag
                // nothing has to be done
                if (sd.Line.Args[0] == tag)
                {
                    return;
                }
            }

            // no lines without an action, so a line has to get split
            // find the longest line to split
            if (line == null)
            {
                line = sector.Sidedefs.First().Line;

                foreach (Sidedef sd in sector.Sidedefs)
                {
                    if (sd.Line.Length > line.Length)
                    {
                        line = sd.Line;
                    }
                }

                // Lines may not have a length of less than 1 after splitting
                if (line.Length / 2 < 1)
                {
                    throw new Exception("Can't split more lines in Sector " + line.Front.Sector.Index.ToString() + ".");
                }

                Vertex v = General.Map.Map.CreateVertex(line.Line.GetCoordinatesAt(0.5f));
                v.SnapToAccuracy();

                line = line.Split(v);

                General.Map.Map.Update();
                General.Interface.RedrawDisplay();
            }

            line.Action  = 160;
            line.Args[0] = tag;
            line.Args[1] = type;
            line.Args[2] = flags;
            line.Args[3] = alpha;
        }
コード例 #2
0
ファイル: LuaLinedef.cs プロジェクト: volte/doombuilderx
        // returns a tuple of vertex, linedef, linedef
        public DynValue Split(LuaVertex v)
        {
            if (linedef.IsDisposed)
            {
                throw new ScriptRuntimeException("Linedef has been disposed, can't Split.");
            }
            if (v == null)
            {
                throw new ScriptRuntimeException("Vertex is null, can't Split (not enough arguments maybe?).");
            }
            if (v.vertex.IsDisposed)
            {
                throw new ScriptRuntimeException("Vertex has been disposed, can't Split.");
            }

            v.vertex.SnapToAccuracy();

            LuaLinedef newline = new LuaLinedef(linedef.Split(v.vertex));

            if (newline.linedef == null)
            {
                throw new ScriptRuntimeException(
                          "Split returned null linedef (max linedef limit reached? current count is "
                          + General.Map.Map.Linedefs.Count + " of " + General.Map.FormatInterface.MaxLinedefs
                          + ")");
            }

            // Update cached values
            General.Map.Map.Update();

            return(DynValue.NewTuple(
                       DynValue.FromObject(ScriptContext.context.script, v),
                       DynValue.FromObject(ScriptContext.context.script, newline),
                       DynValue.FromObject(ScriptContext.context.script, this)
                       ));
        }
コード例 #3
0
        // This applies the curves and returns to the base mode
        public override void OnAccept()
        {
            // Create undo
            General.Map.UndoRedo.CreateUndo("Curve linedefs");

            // Go for all selected lines
            foreach (Linedef ld in selectedlines)
            {
                // Make curve for line
                List <Vector2D> points = GenerateCurve(ld);
                if (points.Count > 0)
                {
                    // TODO: We may want some sector create/join code in here
                    // to allow curves that overlap lines and some geometry merging

                    // Go for all points to split the line
                    Linedef splitline = ld;
                    for (int i = 0; i < points.Count; i++)
                    {
                        // Make vertex
                        Vertex v = General.Map.Map.CreateVertex(points[i]);
                        if (v == null)
                        {
                            General.Map.UndoRedo.WithdrawUndo();
                            return;
                        }

                        // Split the line and move on with this line
                        splitline = splitline.Split(v);
                        if (splitline == null)
                        {
                            General.Map.UndoRedo.WithdrawUndo();
                            return;
                        }
                    }
                }
            }

            // Snap to map format accuracy
            General.Map.Map.SnapAllToAccuracy();

            // Update caches
            General.Map.Map.Update();
            General.Map.IsChanged = true;

            // Return to base mode
            General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
        }
コード例 #4
0
        // Fix by splitting the line
        public override bool Button1Click(bool batchMode)
        {
            if (!batchMode)
            {
                General.Map.UndoRedo.CreateUndo("Split Linedef");
            }
            line.Split(vertex);

            //check that we don't have duplicate lines
            List <Linedef> lines = new List <Linedef>(vertex.Linedefs);

            for (int i = 0; i < lines.Count - 1; i++)
            {
                for (int c = i + 1; c < lines.Count; c++)
                {
                    if ((lines[i].Start == lines[c].Start && lines[i].End == lines[c].End) ||
                        (lines[i].Start == lines[c].End && lines[i].End == lines[c].Start))
                    {
                        lines[c].Join(lines[i]);

                        //mxd. Textures may've become unused
                        if (lines[c].Front != null)
                        {
                            lines[c].Front.RemoveUnneededTextures(lines[c].Back != null, false, true);
                        }
                        if (lines[c].Back != null)
                        {
                            lines[c].Back.RemoveUnneededTextures(lines[c].Front != null, false, true);
                        }
                    }
                }
            }

            General.Map.Map.Update();
            return(true);
        }
コード例 #5
0
ファイル: VerticesMode.cs プロジェクト: paulyc/doombuilder
        public static void InsertVertex(Vector2D mousemappos, float rendererscale)
        {
            bool snaptogrid    = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
            bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;

            // Mouse in window?
            if (General.Interface.MouseInDisplay)
            {
                Vector2D insertpos;
                Linedef  l = null;

                // Create undo
                General.Map.UndoRedo.CreateUndo("Insert vertex");

                // Snap to geometry?
                l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / rendererscale);
                if (snaptonearest && (l != null))
                {
                    // Snip to grid also?
                    if (snaptogrid)
                    {
                        // Find all points where the grid intersects the line
                        List <Vector2D> points = l.GetGridIntersections();
                        insertpos = mousemappos;
                        float distance = float.MaxValue;
                        foreach (Vector2D p in points)
                        {
                            float pdist = Vector2D.DistanceSq(p, mousemappos);
                            if (pdist < distance)
                            {
                                insertpos = p;
                                distance  = pdist;
                            }
                        }
                    }
                    else
                    {
                        // Just use the nearest point on line
                        insertpos = l.NearestOnLine(mousemappos);
                    }
                }
                // Snap to grid?
                else if (snaptogrid)
                {
                    // Snap to grid
                    insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
                }
                else
                {
                    // Just insert here, don't snap to anything
                    insertpos = mousemappos;
                }

                // Make the vertex
                Vertex v = General.Map.Map.CreateVertex(insertpos);
                if (v == null)
                {
                    General.Map.UndoRedo.WithdrawUndo();
                    return;
                }

                // Snap to map format accuracy
                v.SnapToAccuracy();

                // Split the line with this vertex
                if (snaptonearest && (l != null))
                {
                    General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
                    Linedef sld = l.Split(v);
                    if (sld == null)
                    {
                        General.Map.UndoRedo.WithdrawUndo();
                        return;
                    }
                    BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
                }
                else
                {
                    General.Interface.DisplayStatus(StatusType.Action, "Inserted a vertex.");
                }

                // Update
                General.Map.Map.Update();

                // Redraw screen
                General.Interface.RedrawDisplay();
            }
        }
コード例 #6
0
ファイル: VerticesMode.cs プロジェクト: paulyc/doombuilder
        // Start editing
        protected override void OnEditBegin()
        {
            bool snaptogrid    = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
            bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;

            // Vertex highlighted?
            if ((highlighted != null) && !highlighted.IsDisposed)
            {
                // Edit pressed in this mode
                editpressed = true;

                // Highlighted item not selected?
                if (!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedVerticessCount == 0)))
                {
                    // Make this the only selection
                    General.Map.Map.ClearSelectedVertices();
                    highlighted.Selected = true;
                    General.Interface.RedrawDisplay();
                }

                // Update display
                if (renderer.StartPlotter(false))
                {
                    // Redraw highlight to show selection
                    renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
                    renderer.Finish();
                    renderer.Present();
                }
            }
            else
            {
                // Find the nearest linedef within highlight range
                Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
                if (l != null)
                {
                    // Create undo
                    General.Map.UndoRedo.CreateUndo("Split linedef");

                    Vector2D insertpos;

                    // Snip to grid also?
                    if (snaptogrid)
                    {
                        // Find all points where the grid intersects the line
                        List <Vector2D> points = l.GetGridIntersections();
                        insertpos = mousemappos;
                        float distance = float.MaxValue;
                        foreach (Vector2D p in points)
                        {
                            float pdist = Vector2D.DistanceSq(p, mousemappos);
                            if (pdist < distance)
                            {
                                insertpos = p;
                                distance  = pdist;
                            }
                        }
                    }
                    else
                    {
                        // Just use the nearest point on line
                        insertpos = l.NearestOnLine(mousemappos);
                    }

                    // Make the vertex
                    Vertex v = General.Map.Map.CreateVertex(insertpos);
                    if (v == null)
                    {
                        General.Map.UndoRedo.WithdrawUndo();
                        return;
                    }

                    // Snap to map format accuracy
                    v.SnapToAccuracy();

                    // Split the line with this vertex
                    Linedef sld = l.Split(v);
                    if (sld == null)
                    {
                        General.Map.UndoRedo.WithdrawUndo();
                        return;
                    }
                    BuilderPlug.Me.AdjustSplitCoordinates(l, sld);

                    // Update
                    General.Map.Map.Update();

                    // Highlight it
                    Highlight(v);

                    // Redraw display
                    General.Interface.RedrawDisplay();
                }
                else
                {
                    // Start drawing mode
                    DrawGeometryMode drawmode = new DrawGeometryMode();
                    DrawnVertex      v        = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List <DrawnVertex>());

                    if (drawmode.DrawPointAt(v))
                    {
                        General.Editing.ChangeMode(drawmode);
                    }
                    else
                    {
                        General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
                    }
                }
            }

            base.OnEditBegin();
        }
コード例 #7
0
        // This applies the curves and returns to the base mode
        public override void OnAccept()
        {
            // Create undo
            string rest = (selectedlines.Count == 1 ? "a linedef" : selectedlines.Count + " linedefs");             //mxd

            General.Map.UndoRedo.CreateUndo("Curve " + rest);

            //mxd
            General.Map.Map.ClearAllMarks(false);

            // Go for all selected lines
            foreach (Linedef ld in selectedlines)
            {
                if (curves[ld].Count < 1)
                {
                    continue;
                }

                // Make curve for line
                Linedef splitline = ld;

                //mxd. Mark all changed geometry...
                splitline.Marked       = true;
                splitline.Start.Marked = true;
                splitline.End.Marked   = true;

                // Go for all points to split the line
                foreach (Vector2D p in curves[ld])
                {
                    // Make vertex
                    Vertex v = General.Map.Map.CreateVertex(p);
                    if (v == null)
                    {
                        General.Map.UndoRedo.WithdrawUndo();
                        return;
                    }

                    // Split the line and move on with this line
                    splitline = splitline.Split(v);
                    if (splitline == null)
                    {
                        General.Map.UndoRedo.WithdrawUndo();
                        return;
                    }

                    //mxd. Mark all changed geometry...
                    splitline.Marked       = true;
                    splitline.Start.Marked = true;
                    splitline.End.Marked   = true;
                }
            }

            //mxd
            General.Map.Map.Update();

            //mxd. Stitch geometry
            General.Map.Map.StitchGeometry(General.Settings.MergeGeometryMode);

            // Snap to map format accuracy
            General.Map.Map.SnapAllToAccuracy();

            // Update caches
            General.Map.Map.Update();
            General.Map.IsChanged = true;

            // Return to base mode
            General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
        }
コード例 #8
0
        private void InsertVertex()
        {
            bool snaptogrid    = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
            bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;

            // Mouse in window?
            if (General.Interface.MouseInDisplay)
            {
                Vector2D insertpos;

                // Create undo
                General.Map.UndoRedo.CreateUndo("Insert vertex");

                // Snap to geometry?
                Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
                if (snaptonearest && (l != null))
                {
                    // Snip to grid also?
                    if (snaptogrid)
                    {
                        // Find all points where the grid intersects the line
                        List <Vector2D> points = l.GetGridIntersections(General.Map.Grid.GridRotate, General.Map.Grid.GridOriginX, General.Map.Grid.GridOriginY);
                        if (points.Count == 0)
                        {
                            //mxd. Just use the nearest point on line
                            insertpos = l.NearestOnLine(mousemappos);
                        }
                        else
                        {
                            insertpos = mousemappos;
                            double distance = double.MaxValue;
                            foreach (Vector2D p in points)
                            {
                                double pdist = Vector2D.DistanceSq(p, mousemappos);
                                if (pdist < distance)
                                {
                                    insertpos = p;
                                    distance  = pdist;
                                }
                            }
                        }
                    }
                    else
                    {
                        // Just use the nearest point on line
                        insertpos = l.NearestOnLine(mousemappos);
                    }
                }
                // Snap to grid?
                else if (snaptogrid)
                {
                    // Snap to grid
                    insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
                }
                else
                {
                    // Just insert here, don't snap to anything
                    insertpos = mousemappos;
                }

                // Make the vertex
                Vertex v = General.Map.Map.CreateVertex(insertpos);
                if (v == null)
                {
                    General.Map.UndoRedo.WithdrawUndo();
                    return;
                }

                // Snap to map format accuracy
                v.SnapToAccuracy();

                // Split the line with this vertex
                if (snaptonearest)
                {
                    //mxd. Check if snapped vertex is still on top of a linedef
                    l = MapSet.NearestLinedefRange(blockmap, v.Position, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);

                    if (l != null)
                    {
                        //mxd
                        if (v.Position == l.Start.Position || v.Position == l.End.Position)
                        {
                            General.Interface.DisplayStatus(StatusType.Info, "There's already a vertex here.");
                            General.Map.UndoRedo.WithdrawUndo();
                            return;
                        }

                        General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
                        Linedef sld = l.Split(v);
                        if (sld == null)
                        {
                            General.Map.UndoRedo.WithdrawUndo();
                            return;
                        }
                        //BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
                    }
                }
                else
                {
                    General.Interface.DisplayStatus(StatusType.Action, "Inserted a vertex.");
                }

                // Create the blockmap
                CreateBlockmap();

                // Update
                General.Map.Map.Update();

                // Redraw screen
                General.Interface.RedrawDisplay();
            }
        }