private void UpdateCeilingHeights() { for (int i = 0; i < sectorData.Count; i++) { SectorData sd = sectorData[i]; if (sd.Triangular) { for (int c = 0; c < 3; c++) { HeightOffsetVertexData vd = sd.Verts[c]; vd.JitterCeilingHeight = General.Random(-100, 100) / 100f; sd.Verts[c] = vd; } } sd.JitterCeilingHeight = General.Random(-100, 100) / 100f; sectorData[i] = sd; } }
public JitterSectorsForm(string editingModeName) { this.editingModeName = editingModeName; InitializeComponent(); //get selection List <Vertex> verts = new List <Vertex>(); List <Sector> sectors = new List <Sector>(); if (editingModeName == "BaseVisualMode") { VisualMode vm = (VisualMode)General.Editing.Mode; List <VisualGeometry> visualGeometry = vm.GetSelectedSurfaces(); visualSectors = new List <VisualSector>(); //get selected visual and regular sectors foreach (VisualGeometry vg in visualGeometry) { if (vg.GeometryType != VisualGeometryType.CEILING && vg.GeometryType != VisualGeometryType.FLOOR) { continue; } if (vg.Sector != null && vg.Sector.Sector != null) { foreach (Sidedef sd in vg.Sector.Sector.Sidedefs) { if (!verts.Contains(sd.Line.Start)) { verts.Add(sd.Line.Start); } if (!verts.Contains(sd.Line.End)) { verts.Add(sd.Line.End); } } sectors.Add(vg.Sector.Sector); visualSectors.Add(vg.Sector); } } //also get visual sectors around selected ones (because they also may be affected) List <Vertex> affectedVerts = new List <Vertex>(); foreach (Sector s in sectors) { foreach (Sidedef sd in s.Sidedefs) { if (!affectedVerts.Contains(sd.Line.Start)) { affectedVerts.Add(sd.Line.Start); } if (!affectedVerts.Contains(sd.Line.End)) { affectedVerts.Add(sd.Line.End); } } } List <Sector> affectedSectors = new List <Sector>(); foreach (Vertex v in affectedVerts) { foreach (Linedef l in v.Linedefs) { if (l.Front != null && !sectors.Contains(l.Front.Sector) && !affectedSectors.Contains(l.Front.Sector) && vm.VisualSectorExists(l.Front.Sector)) { visualSectors.Add(vm.GetVisualSector(l.Front.Sector)); affectedSectors.Add(l.Front.Sector); } if (l.Back != null && !sectors.Contains(l.Back.Sector) && !affectedSectors.Contains(l.Back.Sector) && vm.VisualSectorExists(l.Back.Sector)) { visualSectors.Add(vm.GetVisualSector(l.Back.Sector)); affectedSectors.Add(l.Back.Sector); } } } visualVerts = new List <VisualVertexPair>(); foreach (Vertex vert in affectedVerts) { if (vm.VisualVertices.ContainsKey(vert)) { visualVerts.Add(vm.VisualVertices[vert]); } } } else if (editingModeName == "SectorsMode") { ICollection <Sector> list = General.Map.Map.GetSelectedSectors(true); foreach (Sector s in list) { foreach (Sidedef sd in s.Sidedefs) { if (!verts.Contains(sd.Line.Start)) { verts.Add(sd.Line.Start); } if (!verts.Contains(sd.Line.End)) { verts.Add(sd.Line.End); } } sectors.Add(s); } } if (verts.Count == 0 || sectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to get sectors from selection!"); return; } //create undo General.Map.UndoRedo.ClearAllRedos(); General.Map.UndoRedo.CreateUndo("Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector")); //update window header this.Text = "Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector"); //store intial properties //process verts... Dictionary <Vertex, TranslationOffsetVertexData> data = new Dictionary <Vertex, TranslationOffsetVertexData>(); foreach (Vertex v in verts) { TranslationOffsetVertexData vd = new TranslationOffsetVertexData(); vd.Vertex = v; vd.InitialPosition = v.Position; data.Add(v, vd); } foreach (Vertex v in verts) { if (v.Linedefs == null) { continue; } //get nearest linedef Linedef closestLine = null; double distance = double.MaxValue; // Go for all linedefs in selection foreach (Linedef l in General.Map.Map.Linedefs) { if (v.Linedefs.Contains(l)) { continue; } // Calculate distance and check if closer than previous find double d = l.SafeDistanceToSq(v.Position, true); if (d < distance) { // This one is closer closestLine = l; distance = d; } } if (closestLine == null) { continue; } double closestLineDistance = Vector2D.Distance(v.Position, closestLine.NearestOnLine(v.Position)); //check SafeDistance of closest line if (data.ContainsKey(closestLine.Start) && data[closestLine.Start].SafeDistance > closestLineDistance) { TranslationOffsetVertexData vd = data[closestLine.Start]; vd.SafeDistance = (int)Math.Floor(closestLineDistance); data[closestLine.Start] = vd; } if (data.ContainsKey(closestLine.End) && data[closestLine.End].SafeDistance > closestLineDistance) { TranslationOffsetVertexData vd = data[closestLine.End]; vd.SafeDistance = (int)Math.Floor(closestLineDistance); data[closestLine.End] = vd; } //save SafeDistance int dist = (int)Math.Floor(closestLineDistance); if (data[v].SafeDistance == 0 || data[v].SafeDistance > dist) { TranslationOffsetVertexData vd = data[v]; vd.SafeDistance = dist; data[v] = vd; } } //store properties vertexData = new TranslationOffsetVertexData[data.Values.Count]; data.Values.CopyTo(vertexData, 0); for (int i = 0; i < data.Count; i++) { if (vertexData[i].SafeDistance > 0) { vertexData[i].SafeDistance /= 2; } if (MaxSafeDistance < vertexData[i].SafeDistance) { MaxSafeDistance = vertexData[i].SafeDistance; } } //process sectors and linedes sectorData = new List <SectorData>(); sidedefData = new List <SidedefData>(); foreach (Sector s in sectors) { SectorData sd = new SectorData(); sd.Sector = s; sd.InitialCeilingHeight = s.CeilHeight; sd.InitialFloorHeight = s.FloorHeight; sd.Triangular = General.Map.UDMF && s.Sidedefs.Count == 3; if (sd.Triangular) { Vertex[] sectorverts = GetSectorVerts(s); sd.Verts = new HeightOffsetVertexData[sectorverts.Length]; for (int i = 0; i < sectorverts.Length; i++) { HeightOffsetVertexData vd = new HeightOffsetVertexData(); vd.Vertex = sectorverts[i]; vd.ZFloor = sectorverts[i].ZFloor; vd.ZCeiling = sectorverts[i].ZCeiling; vd.InitialFloorHeight = double.IsNaN(vd.ZFloor) ? GetHighestFloor(sectorverts[i]) : sectorverts[i].ZFloor; vd.InitialCeilingHeight = double.IsNaN(vd.ZCeiling) ? GetLowestCeiling(sectorverts[i]) : sectorverts[i].ZCeiling; sd.Verts[i] = vd; } } sd.SafeDistance = (s.CeilHeight - s.FloorHeight) / 2; if (sd.SafeDistance > MaxSafeHeightDistance) { MaxSafeHeightDistance = sd.SafeDistance; } sectorData.Add(sd); foreach (Sidedef side in s.Sidedefs) { //store initial sidedef properties SidedefData sdd = new SidedefData(); sdd.Side = side; sdd.LowTexture = side.LowTexture; sdd.HighTexture = side.HighTexture; sdd.PegBottom = side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag); sdd.PegTop = side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag); if (side.Other != null && !sectors.Contains(side.Other.Sector)) { sdd.UpdateTextureOnOtherSide = true; sdd.OtherHighTexture = side.Other.HighTexture; sdd.OtherLowTexture = side.Other.LowTexture; } sidedefData.Add(sdd); } } positionJitterAmmount.Maximum = MaxSafeDistance; floorHeightAmmount.Maximum = MaxSafeHeightDistance; ceilingHeightAmmount.Maximum = MaxSafeHeightDistance; //set editing settings cbKeepExistingTextures.Checked = keepExistingSideTextures; ceiloffsetmode.SelectedIndex = storedceiloffsetmode; flooroffsetmode.SelectedIndex = storedflooroffsetmode; //vertex heights can not be set in non-UDMF maps if (General.Map.UDMF) { cbUseFloorVertexHeights.Checked = useFloorVertexHeights; cbUseCeilingVertexHeights.Checked = useCeilingVertexHeights; } else { useFloorVertexHeights = false; cbUseFloorVertexHeights.Checked = false; cbUseFloorVertexHeights.Enabled = false; useCeilingVertexHeights = false; cbUseCeilingVertexHeights.Checked = false; cbUseCeilingVertexHeights.Enabled = false; } //texture pickers textureLower.Initialize(); textureUpper.Initialize(); //We can't use floor/ceiling textures when MixTexturesFlats is disabled if (General.Map.Config.MixTexturesFlats) { textureLower.TextureName = General.Settings.DefaultFloorTexture; textureUpper.TextureName = General.Settings.DefaultCeilingTexture; } else { textureLower.TextureName = General.Settings.DefaultTexture; textureUpper.TextureName = General.Settings.DefaultTexture; cbUpperTexStyle.Items[1] = "Use default texture"; cbLowerTexStyle.Items[1] = "Use default texture"; } cbUpperTexStyle.SelectedIndex = 0; cbLowerTexStyle.SelectedIndex = 0; UpdateTextureSelectors(); //update interface //create random values UpdateAngles(); UpdateFloorHeights(); UpdateCeilingHeights(); }