public override void DrawOn2DControlTopDownView(MapObjectHoverData hoverData) { float marioHeight = Config.Stream.GetFloat(MarioConfig.StructAddress + MarioConfig.YOffset); float?height = _relativeHeight.HasValue ? marioHeight - _relativeHeight.Value : _absoluteHeight; List <TriangleMapData> wallDataList = GetFilteredTriangles() .ConvertAll(tri => MapUtilities.Get2DWallDataFromTri(tri, height)) .FindAll(wallDataNullable => wallDataNullable != null); foreach (TriangleMapData wallData in wallDataList) { float angle = (float)MoreMath.AngleTo_Radians(wallData.X1, wallData.Z1, wallData.X2, wallData.Z2); float projectionDist = Size / (float)Math.Abs(wallData.Tri.XProjection ? Math.Cos(angle) : Math.Sin(angle)); List <List <(float x, float z)> > quads = new List <List <(float x, float z)> >(); void addQuad(float xAdd, float zAdd) { quads.Add(new List <(float x, float z)>() { (wallData.X1, wallData.Z1), (wallData.X1 + xAdd, wallData.Z1 + zAdd), (wallData.X2 + xAdd, wallData.Z2 + zAdd), (wallData.X2, wallData.Z2), }); }; if (wallData.Tri.XProjection) { addQuad(projectionDist, 0); addQuad(-1 * projectionDist, 0); } else { addQuad(0, projectionDist); addQuad(0, -1 * projectionDist); } List <List <(float x, float z)> > quadsForControl = quads.ConvertAll(quad => quad.ConvertAll( vertex => MapUtilities.ConvertCoordsForControlTopDownView(vertex.x, vertex.z, UseRelativeCoordinates))); GL.BindTexture(TextureTarget.Texture2D, -1); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); // Draw quad byte opacityByte = OpacityByte; if (this == hoverData?.MapObject && hoverData?.Tri == wallData.Tri && !hoverData.Index.HasValue) { opacityByte = MapUtilities.GetHoverOpacityByte(); } GL.Color4(Color.R, Color.G, Color.B, opacityByte); GL.Begin(PrimitiveType.Quads); foreach (List <(float x, float z)> quad in quadsForControl) { foreach ((float x, float z) in quad) { GL.Vertex2(x, z); } } GL.End(); if (_showArrows) { double totalDistance = MoreMath.GetDistanceBetween( wallData.X1, wallData.Z1, wallData.X2, wallData.Z2); List <double> markDistances = new List <double>(); if (totalDistance < 100) { markDistances.Add(totalDistance / 2); } else { int cardinalAngle = wallData.Tri.XProjection ? 16384 : 0; double angleDiffCoefficient = 1 / Math.Abs(Math.Cos(MoreMath.AngleUnitsToRadians(wallData.Tri.GetPushAngle() - cardinalAngle))); double firstDistance = 25 * angleDiffCoefficient; double lastDistance = totalDistance - 25 * angleDiffCoefficient; double distanceDiff = lastDistance - firstDistance; int numMarks = (int)Math.Truncate(distanceDiff / 50 + 0.25) + 1; int numBetweens = numMarks - 1; double betweenDistance = distanceDiff / numBetweens; for (int i = 0; i < numMarks; i++) { markDistances.Add(firstDistance + i * betweenDistance); } } List <(float x, float z)> markPoints = new List <(float x, float z)>(); foreach (double dist in markDistances) { double portion = dist / totalDistance; (double x, double z)pointOnMidpoint = (wallData.X1 + portion * (wallData.X2 - wallData.X1), wallData.Z1 + portion * (wallData.Z2 - wallData.Z1)); (double x, double z)pointOnSide1 = wallData.Tri.XProjection ? (pointOnMidpoint.x - projectionDist / 2, pointOnMidpoint.z) : (pointOnMidpoint.x, pointOnMidpoint.z - projectionDist / 2); (double x, double z)pointOnSide2 = wallData.Tri.XProjection ? (pointOnMidpoint.x + projectionDist / 2, pointOnMidpoint.z) : (pointOnMidpoint.x, pointOnMidpoint.z + projectionDist / 2); markPoints.Add(((float x, float z))pointOnSide1); markPoints.Add(((float x, float z))pointOnSide2); } markPoints = markPoints.FindAll(p => MapUtilities.IsInVisibleSpace(p.x, p.z, 200)); double pushAngle = wallData.Tri.GetPushAngle(); double angleUp = pushAngle; double angleDown = pushAngle + 32768; double angleLeft = pushAngle + 16384; double angleRight = pushAngle - 16384; double angleUpLeft = pushAngle + 8192; double angleUpRight = pushAngle - 8192; double angleDownLeft = pushAngle + 24576; double angleDownRight = pushAngle - 24576; double arrowBaseLength = 0.4 * Math.Min(Size, 50); double arrowSideLength = 0.2 * Math.Min(Size, 50); List <List <(float x, float z)> > arrowPoints = markPoints.ConvertAll(midPoint => { (float x, float z)frontPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength, angleUp, midPoint.x, midPoint.z); (float x, float z)leftOuterPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength / 2 + arrowSideLength, angleLeft, midPoint.x, midPoint.z); (float x, float z)leftInnerPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength / 2, angleLeft, midPoint.x, midPoint.z); (float x, float z)rightOuterPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength / 2 + arrowSideLength, angleRight, midPoint.x, midPoint.z); (float x, float z)rightInnerPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength / 2, angleRight, midPoint.x, midPoint.z); (float x, float z)backLeftPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength, angleDown, leftInnerPoint.x, leftInnerPoint.z); (float x, float z)backRightPoint = ((float, float))MoreMath.AddVectorToPoint( arrowBaseLength, angleDown, rightInnerPoint.x, rightInnerPoint.z); return(new List <(float x, float z)>() { frontPoint, leftOuterPoint, leftInnerPoint, backLeftPoint, backRightPoint, rightInnerPoint, rightOuterPoint, }); }); List <List <(float x, float z)> > arrowsForControl = arrowPoints.ConvertAll(arrow => arrow.ConvertAll( vertex => MapUtilities.ConvertCoordsForControlTopDownView(vertex.x, vertex.z, UseRelativeCoordinates))); // Draw arrow Color arrowColor = Color.Darken(0.5); GL.Color4(arrowColor.R, arrowColor.G, arrowColor.B, opacityByte); foreach (List <(float x, float z)> arrow in arrowsForControl) { GL.Begin(PrimitiveType.Polygon); foreach ((float x, float z) in arrow) { GL.Vertex2(x, z); } GL.End(); } } // Draw outline if (LineWidth != 0) { GL.Color4(LineColor.R, LineColor.G, LineColor.B, (byte)255); GL.LineWidth(LineWidth); foreach (List <(float x, float z)> quad in quadsForControl) { GL.Begin(PrimitiveType.LineLoop); foreach ((float x, float z) in quad) { GL.Vertex2(x, z); } GL.End(); } } if (_customImage != null) { for (int i = 0; i < quadsForControl.Count; i++) { var quad = quadsForControl[i]; for (int j = 0; j < quad.Count; j++) { var vertex = quad[j]; PointF point = new PointF(vertex.x, vertex.z); SizeF size = MapUtilities.ScaleImageSizeForControl(_customImage.Size, _iconSize, Scales); double opacity = 1; if (this == hoverData?.MapObject && hoverData?.Tri == wallData.Tri && i == hoverData?.Index && j == hoverData?.Index2) { opacity = MapUtilities.GetHoverOpacity(); } MapUtilities.DrawTexture(_customImageTex.Value, point, size, 0, opacity); } } } GL.Color4(1, 1, 1, 1.0f); } }
public override MapObjectHoverData GetHoverDataTopDownView(bool isForObjectDrag, bool forceCursorPosition) { Point?relPosMaybe = MapObjectHoverData.GetPositionMaybe(isForObjectDrag, forceCursorPosition); if (!relPosMaybe.HasValue) { return(null); } Point relPos = relPosMaybe.Value; float marioHeight = Config.Stream.GetFloat(MarioConfig.StructAddress + MarioConfig.YOffset); float?height = _relativeHeight.HasValue ? marioHeight - _relativeHeight.Value : _absoluteHeight; List <TriangleMapData> wallDataList = GetFilteredTriangles() .ConvertAll(tri => MapUtilities.Get2DWallDataFromTri(tri, height)) .FindAll(wallDataNullable => wallDataNullable != null); for (int i = wallDataList.Count - 1; i >= 0; i--) { TriangleMapData wallData = wallDataList[i]; float angle = (float)MoreMath.AngleTo_Radians(wallData.X1, wallData.Z1, wallData.X2, wallData.Z2); float projectionDist = Size / (float)Math.Abs(wallData.Tri.XProjection ? Math.Cos(angle) : Math.Sin(angle)); List <List <(float x, float z)> > quads = new List <List <(float x, float z)> >(); void addQuad(float xAdd, float zAdd) { quads.Add(new List <(float x, float z)>() { (wallData.X1, wallData.Z1), (wallData.X1 + xAdd, wallData.Z1 + zAdd), (wallData.X2 + xAdd, wallData.Z2 + zAdd), (wallData.X2, wallData.Z2), }); }; if (wallData.Tri.XProjection) { addQuad(projectionDist, 0); addQuad(-1 * projectionDist, 0); } else { addQuad(0, projectionDist); addQuad(0, -1 * projectionDist); } List <List <(float x, float z)> > quadsForControl = quads.ConvertAll(quad => quad.ConvertAll( vertex => MapUtilities.ConvertCoordsForControlTopDownView(vertex.x, vertex.z, UseRelativeCoordinates))); for (int j = 0; j < quadsForControl.Count; j++) { List <(float x, float z)> quadForControl = quadsForControl[j]; if (_customImage != null) { for (int k = 0; k < quadForControl.Count; k++) { var vertex = quadForControl[k]; double dist = MoreMath.GetDistanceBetween(vertex.x, vertex.z, relPos.X, relPos.Y); double radius = Scales ? _iconSize * Config.CurrentMapGraphics.MapViewScaleValue : _iconSize; if (dist <= radius || forceCursorPosition) { (float x, float z) = MapUtilities.ConvertCoordsForInGameTopDownView(vertex.x, vertex.z); return(new MapObjectHoverData(this, x, 0, z, tri: wallData.Tri, index: j, index2: k)); } } } if (MapUtilities.IsWithinShapeForControl(quadForControl, relPos.X, relPos.Y) || forceCursorPosition) { return(new MapObjectHoverData( this, wallData.Tri.GetMidpointX(), wallData.Tri.GetMidpointY(), wallData.Tri.GetMidpointZ(), tri: wallData.Tri)); } } } return(null); }
public override void DrawOn2DControlTopDownView() { float marioHeight = Config.Stream.GetSingle(MarioConfig.StructAddress + MarioConfig.YOffset); float?height = _relativeHeight.HasValue ? marioHeight - _relativeHeight.Value : (float?)null; height = height ?? _absoluteHeight; List <(float x1, float z1, float x2, float z2, bool xProjection, double pushAngle)> wallData = GetFilteredTriangles() .ConvertAll(tri => MapUtilities.Get2DWallDataFromTri(tri, height)) .FindAll(wallDataNullable => wallDataNullable.HasValue) .ConvertAll(wallDataNullable => wallDataNullable.Value); foreach ((float x1, float z1, float x2, float z2, bool xProjection, double pushAngle) in wallData) { float angle = (float)MoreMath.AngleTo_Radians(x1, z1, x2, z2); float projectionDist = Size / (float)Math.Abs(xProjection ? Math.Cos(angle) : Math.Sin(angle)); List <List <(float x, float z)> > quads = new List <List <(float x, float z)> >(); Action <float, float> addQuad = (float xAdd, float zAdd) => { quads.Add(new List <(float x, float z)>() { (x1, z1), (x1 + xAdd, z1 + zAdd), (x2 + xAdd, z2 + zAdd), (x2, z2), });