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FormationForm.cs
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using Microsoft.Win32;
using OpenTK;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace SM64DSe {
/// <summary>
/// Make coin formation adding not a pain.
/// </summary>
public partial class FormationForm : Form {
/// <summary>
/// Level editor.
/// </summary>
private LevelEditorForm LE;
/// <summary>
/// The main object.
/// </summary>
private LevelObject Obj;
/// <summary>
/// Center.
/// </summary>
private Vector3 Center;
/// <summary>
/// Slaves.
/// </summary>
private List<LevelObject> Slaves = new List<LevelObject>();
/// <summary>
/// Initialized.
/// </summary>
private bool Initialized = false;
/// <summary>
/// If ok.
/// </summary>
private bool Ok = false;
/// <summary>
/// If quitting is forced.
/// </summary>
private bool ForceQuitted = false;
/// <summary>
/// Create a new coin formation placer.
/// </summary>
/// <param name="le">Level editor form.</param>
public FormationForm(LevelEditorForm le) {
InitializeComponent();
this.FormClosing += OnClosing;
LE = le;
}
/// <summary>
/// Show this for an object.
/// </summary>
/// <param name="obj">Object.</param>
public void ShowForObject(LevelObject obj) {
formationType.SelectedIndex = 0;
Center = obj.Position;
val_posX.Value = (decimal)Center.X;
val_posY.Value = (decimal)Center.Y;
val_posZ.Value = (decimal)Center.Z;
Obj = obj;
Initialized = true;
UpdateObjects();
Show();
}
/// <summary>
/// Update objects.
/// </summary>
private void UpdateObjects() {
//Make sure initialized.
if (!Initialized) {
return;
}
//Add objects if needed.
while (Slaves.Count < numCoins.Value) {
Slaves.Add(LE.AddObject(LevelEditorForm.IsSimpleObject(Obj.ID) ? LevelObject.Type.SIMPLE : LevelObject.Type.STANDARD, Obj.ID, Obj.m_Layer, Obj.m_Area));
if (Obj.Parameters != null) Array.Copy(Obj.Parameters, Slaves.Last().Parameters, Obj.Parameters.Length);
if (Slaves.Last().m_Type == LevelObject.Type.STANDARD) { (Slaves.Last() as StandardObject).YRotation = (Obj as StandardObject).YRotation; }
Slaves.Last().GenerateProperties();
}
//Remove objects if needed.
while (Slaves.Count > numCoins.Value) {
LE.RemoveObject(Slaves.Last());
Slaves.Remove(Slaves.Last());
}
//Line.
if (formationType.SelectedIndex == 0) {
//Get the total length.
double dist = (double)distance.Value;
double len = (Slaves.Count - 1) * dist;
//Get the starting position.
Vector3 dir = -new Vector3((float)(Math.Cos(HA) * Math.Cos(VA)), (float)Math.Sin(VA), (float)(Math.Sin(HA) * Math.Cos(VA)));
dir.Normalize();
Vector3 start = Center - dir * (float)len / 2;
//Set objects.
for (int i = 0; i < Slaves.Count; i++) {
Slaves[i].Position = start + Scale(dist * i, dir);
}
}
//Ring.
else {
//Get distance.
float dist = (float)distance.Value;
//Delta angle change.
double da = Math.PI * 2 / Slaves.Count;
//Get starting angles.
double ang = 0;
//Figure out orthonormal basis.
Vector3 a = new Vector3((float)(Math.Cos(HA) * Math.Cos(VA)), (float)Math.Sin(VA), (float)(Math.Sin(HA) * Math.Cos(VA)));
Vector3 b = Vector3.Cross(a, Vector3.UnitY);
a.Normalize();
b.Normalize();
//Set objects.
for (int i = 0; i < Slaves.Count; i++) {
Slaves[i].Position = Center + (float)(dist * Math.Cos(ang)) * a + (float)(dist * Math.Sin(ang)) * b;
ang += da;
}
}
//Refresh.
LE.RefreshObjects(Obj.m_Layer);
}
/// <summary>
/// Scale the coin formation.
/// </summary>
/// <param name="s">Scale.</param>
/// <param name="val">Value to scale.</param>
/// <returns>Scaled value.</returns>
private static Vector3 Scale(double s, Vector3 val) {
return new Vector3((float)(val.X * s), (float)(val.Y * s), (float)(val.Z * s));
}
/// <summary>
/// Horizontal angle.
/// </summary>
/// <returns>The horizontal angle.</returns>
private double HA =>(double)horizontalRotation.Value * Math.PI / 180;
/// <summary>
/// Vertical angle.
/// </summary>
/// <returns>The vertical angle.</returns>
private double VA => (double)verticalRotation.Value * Math.PI / 180;
private void numCoins_ValueChanged(object sender, EventArgs e) {
UpdateObjects();
}
private void distance_ValueChanged(object sender, EventArgs e) {
UpdateObjects();
}
private void horizontalRotation_ValueChanged(object sender, EventArgs e) {
UpdateObjects();
}
private void verticalRotation_ValueChanged(object sender, EventArgs e) {
UpdateObjects();
}
private void formationType_SelectedIndexChanged(object sender, EventArgs e) {
UpdateObjects();
}
private void val_posX_ValueChanged(object sender, EventArgs e) {
Center.X = (float)val_posX.Value;
UpdateObjects();
}
private void val_posY_ValueChanged(object sender, EventArgs e) {
Center.Y = (float)val_posY.Value;
UpdateObjects();
}
private void val_posZ_ValueChanged(object sender, EventArgs e) {
Center.Z = (float)val_posZ.Value;
UpdateObjects();
}
private void ok_Click(object sender, EventArgs e) {
Ok = true;
Close();
}
private void OnClosing(object sender, EventArgs e) {
if (!Ok) {
foreach (var s in Slaves) {
LE.RemoveObject(s);
}
Slaves.Clear();
} else if (!ForceQuitted) {
try { LE.RemoveObject(Obj); } catch { }
}
LE.RefreshObjects(Obj.m_Layer);
}
/// <summary>
/// Force quit.
/// </summary>
public void ForceQuit() {
ForceQuitted = true;
Close();
}
}
}