UltimateZoneBuilder/Source/Editing/VisualMode.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using SlimDX;
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#endregion
namespace CodeImp.DoomBuilder.Editing
{
/// <summary>
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
/// </summary>
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public abstract class VisualMode : EditMode
{
#region ================== Constants
private const float ANGLE_FROM_MOUSE = 0.0001f;
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private const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
private const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
private const float CAMERA_SPEED = 6f;
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#endregion
#region ================== Variables
// 3D Mode thing
protected Thing modething;
// Graphics
protected IRenderer3D renderer;
private Renderer3D renderer3d;
// Camera
private Vector3D campos;
private Vector3D camtarget;
private float camanglexy, camanglez;
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// Input
private bool keyforward;
private bool keybackward;
private bool keyleft;
private bool keyright;
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#endregion
#region ================== Properties
public Vector3D CameraPosition { get { return campos; } set { campos = value; } }
public Vector3D CameraTarget { get { return camtarget; } }
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#endregion
#region ================== Constructor / Disposer
/// <summary>
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
/// </summary>
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public VisualMode()
{
// Initialize
this.renderer = General.Map.Renderer3D;
this.renderer3d = (Renderer3D)General.Map.Renderer3D;
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this.campos = new Vector3D(0.0f, 0.0f, 96.0f);
this.camanglez = Angle2D.PI;
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}
// Disposer
public override void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
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}
}
#endregion
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#region ================== Start / Stop
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// Mode is engaged
public override void OnEngage()
{
base.OnEngage();
// Find a 3D Mode thing
foreach(Thing t in General.Map.Map.Things)
if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
// Found one?
if(modething != null)
{
// Position camera here
modething.DetermineSector();
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campos = modething.Position + new Vector3D(0.0f, 0.0f, 96.0f);
camanglexy = modething.Angle + Angle2D.PI;
camanglez = Angle2D.PI;
}
// Start special input mode
General.Interface.SetProcessorState(true);
General.Interface.StartExclusiveMouseInput();
}
// Mode is disengaged
public override void OnDisengage()
{
base.OnDisengage();
// Do we have a 3D Mode thing?
if(modething != null)
{
// Position the thing to match camera
modething.Move((int)campos.x, (int)campos.y, 0);
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modething.Rotate(camanglexy - Angle2D.PI);
}
// Stop special input mode
General.Interface.SetProcessorState(false);
General.Interface.StopExclusiveMouseInput();
}
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#endregion
#region ================== Input
// Mouse input
public override void OnMouseInput(Vector2D delta)
{
base.OnMouseInput(delta);
// Change camera angles with the mouse changes
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camanglexy -= delta.x * ANGLE_FROM_MOUSE;
camanglez += delta.y * ANGLE_FROM_MOUSE;
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// Normalize angles
camanglexy = Angle2D.Normalized(camanglexy);
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camanglez = Angle2D.Normalized(camanglez);
// Limit vertical angle
if(camanglez < MAX_ANGLEZ_LOW) camanglez = MAX_ANGLEZ_LOW;
if(camanglez > MAX_ANGLEZ_HIGH) camanglez = MAX_ANGLEZ_HIGH;
General.MainWindow.UpdateCoordinates(new Vector2D(camanglexy, camanglez));
}
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// Key down
public override void OnKeyDown(KeyEventArgs e)
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{
string[] actions;
base.OnKeyDown(e);
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/* WRONG
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// Get the actions for this key
actions = General.Actions.GetActionsByKey((int)e.KeyData);
foreach(string a in actions)
{
// Check what key was pressed down
switch(a)
{
case "moveforward": keyforward = true; break;
case "movebackward": keybackward = true; break;
case "moveleft": keyleft = true; break;
case "moveright": keyright = true; break;
}
}
*/
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}
// Key up
public override void OnKeyUp(KeyEventArgs e)
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{
string[] actions;
base.OnKeyUp(e);
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/* WRONG
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// Get the actions for this key
actions = General.Actions.GetActionsByKey((int)e.KeyData);
foreach(string a in actions)
{
// Check what key was pressed down
switch(a)
{
case "moveforward": keyforward = false; break;
case "movebackward": keybackward = false; break;
case "moveleft": keyleft = false; break;
case "moveright": keyright = false; break;
}
}
*/
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}
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#endregion
#region ================== Processing
// Processing
public override void OnProcess()
{
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Vector3D camvec;
Vector3D camvecstrafe;
base.OnProcess();
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// Calculate camera direction vectors
camvec = Vector3D.FromAngleXYZ(camanglexy, camanglez);
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camvecstrafe = Vector3D.FromAngleXY(camanglexy + Angle2D.PIHALF);
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// Move the camera
if(keyforward) campos += camvec * CAMERA_SPEED;
if(keybackward) campos -= camvec * CAMERA_SPEED;
if(keyleft) campos -= camvecstrafe * CAMERA_SPEED;
if(keyright) campos += camvecstrafe * CAMERA_SPEED;
// Target the camera
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camtarget = campos + camvec;
// Apply new camera matrices
renderer.PositionAndLookAt(campos, camtarget);
// Now redraw
General.Interface.RedrawDisplay();
}
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#endregion
}
}