UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualFloor.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.Generic;
using System.Collections.ObjectModel;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal sealed class VisualFloor : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
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private bool innerSide; //mxd
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
//mxd
geoType = VisualGeometryType.FLOOR;
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//mxd
if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.FloorTextures || General.Map.ViewMode == ViewMode.Normal)) {
this.selected = true;
mode.AddSelectedObject(this);
}
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor) {
return Setup(level, extrafloor, innerSide);
}
//mxd
public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerSide)
{
WorldVertex[] verts;
Sector s = level.sector;
Vector2D texscale;
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this.innerSide = innerSide;
base.Setup(level, extrafloor);
// Fetch ZDoom fields
float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
s.Fields.GetValue("ypanningfloor", 0.0f));
Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
s.Fields.GetValue("yscalefloor", 1.0f));
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//Load floor texture
//if((s.FloorTexture.Length > 0) && (s.FloorTexture[0] != '-')) {
base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
if(base.Texture == null) {
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = s.LongFloorTexture;
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} else {
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = s.LongFloorTexture;
}
/*} else {
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}*/
// Determine texture scale
if(base.Texture.IsImageLoaded)
texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
// Color shading
PixelColor c = PixelColor.FromInt(level.color);
verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Vertex coordinates
verts[i].x = triverts[i].x;
verts[i].y = triverts[i].y;
verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.FloorHeight;
// Texture coordinates
Vector2D pos = triverts[i];
pos = pos.GetRotated(rotate);
pos.y = -pos.y;
pos = (pos + offset) * scale * texscale;
verts[i].u = pos.x;
verts[i].v = pos.y;
}
// The sector triangulation created clockwise triangles that
// are right up for the floor. For the ceiling we must flip
// the triangles upside down.
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if((extrafloor != null) && !extrafloor.VavoomType && !innerSide)
SwapTriangleVertices(verts);
// Determine render pass
if(extrafloor != null)
{
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
this.RenderPass = RenderPass.Additive;
else if(level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
else
this.RenderPass = RenderPass.Mask;
}
else
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
// Return texture coordinates
protected override Point GetTextureOffset()
{
Point p = new Point();
p.X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f);
p.Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f);
return p;
}
// Move texture coordinates
protected override void MoveTextureOffset(Point xy)
{
//mxd
Sector s = GetControlSector();
s.Fields.BeforeFieldsChange();
float oldx = s.Fields.GetValue("xpanningfloor", 0.0f);
float oldy = s.Fields.GetValue("ypanningfloor", 0.0f);
xy = getTranslatedTextureOffset(xy);
s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, oldx + (float)xy.X);
s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, oldy + (float)xy.Y);
s.UpdateNeeded = true;
}
//mxd
public override void OnResetTextureOffset() {
if(!General.Map.UDMF) return;
mode.CreateUndo("Reset texture offsets");
mode.SetActionResult("Texture offsets reset.");
Sector.Sector.Fields.BeforeFieldsChange();
if(Sector.Sector.Fields.ContainsKey("xpanningfloor")) {
Sector.Sector.Fields.Remove("xpanningfloor");
Sector.Sector.UpdateNeeded = true;
}
if(Sector.Sector.Fields.ContainsKey("ypanningfloor")) {
Sector.Sector.Fields.Remove("ypanningfloor");
Sector.Sector.UpdateNeeded = true;
}
if(Sector.Sector.UpdateNeeded)
Sector.UpdateSectorGeometry(false);
}
// Paste texture
public override void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
mode.CreateUndo("Paste floor " + BuilderPlug.Me.CopiedFlat);
mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on floor.");
SetTexture(BuilderPlug.Me.CopiedFlat);
this.Setup();
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//mxd. 3D floors may need updating...
onTextureChanged();
}
}
// Call to change the height
public override void OnChangeTargetHeight(int amount)
{
// Only do this when not done yet in this call
// Because we may be able to select the same 3D floor multiple times through multiple sectors
SectorData sd = mode.GetSectorData(level.sector);
if(!sd.FloorChanged)
{
sd.FloorChanged = true;
base.OnChangeTargetHeight(amount);
}
}
// This changes the height
protected override void ChangeHeight(int amount)
{
mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
level.sector.FloorHeight += amount;
mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
}
//mxd. Sector brightness change
public override void OnChangeTargetBrightness(bool up) {
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if (level != null) {
if (level.sector != Sector.Sector) //this floor is part of 3D-floor
((BaseVisualSector)mode.GetVisualSector(level.sector)).Floor.OnChangeTargetBrightness(up);
else if (Sector.ExtraFloors.Count > 0) //this is actual floor of a sector with extrafloors
Sector.ExtraFloors[0].OnChangeTargetBrightness(up);
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else
base.OnChangeTargetBrightness(up);
} else {
base.OnChangeTargetBrightness(up);
}
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if our ray starts at the correct side of the plane
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if((!innerSide && level.plane.Distance(from) > 0.0f) || (innerSide && level.plane.Distance(from) < 0.0f))
{
// Calculate the intersection
if(level.plane.GetIntersection(from, to, ref pickrayu))
{
if(pickrayu > 0.0f)
{
pickintersect = from + (to - from) * pickrayu;
// Intersection point within bbox?
RectangleF bbox = Sector.Sector.BBox;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
}
}
return false;
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
u_ray = pickrayu;
// Check on which side of the nearest sidedef we are
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
float side = sd.Line.SideOfLine(pickintersect);
return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
}
// Return texture name
public override string GetTextureName()
{
return level.sector.FloorTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
level.sector.SetFloorTexture(texturename);
General.Map.Data.UpdateUsedTextures();
}
//mxd
public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) {
if(!withSameTexture && !withSameHeight) return;
if(select && !selected) {
selected = true;
mode.AddSelectedObject(this);
}else if(!select && selected){
selected = false;
mode.RemoveSelectedObject(this);
}
List<Sector> neighbours = new List<Sector>();
//collect neighbour sectors
foreach(Sidedef side in level.sector.Sidedefs) {
if(side.Other != null && side.Other.Sector != level.sector && !neighbours.Contains(side.Other.Sector)) {
bool add = false;
if(withSameTexture && side.Other.Sector.FloorTexture == level.sector.FloorTexture)
add = true;
if(withSameHeight)
add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.FloorHeight == level.sector.FloorHeight;
if(add) neighbours.Add(side.Other.Sector);
}
}
//(de)select neighbour sectors
foreach(Sector s in neighbours){
BaseVisualSector vs = mode.GetVisualSector(s) as BaseVisualSector;
if((select && !vs.Floor.Selected) || (!select && vs.Floor.Selected))
vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight);
}
}
#endregion
}
}