UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualThing.cs

658 lines
18 KiB
C#
Raw Normal View History

#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.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualThing : VisualThing, IVisualEventReceiver
{
#region ================== Constants
#endregion
#region ================== Variables
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
private readonly BaseVisualMode mode;
private ThingTypeInfo info;
private bool isloaded;
private ImageData sprite;
private float cageradius2;
private Vector2D pos2d;
private Vector3D boxp1;
private Vector3D boxp2;
private static List<BaseVisualThing> updateList; //mxd
// Undo/redo
private int undoticket;
// If this is set to true, the thing will be rebuilt after the action is performed.
protected bool changed;
#endregion
#region ================== Properties
public bool Changed { get { return changed; } set { changed |= value; } }
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
public ThingTypeInfo Info { get { return info; } } //mxd
#endregion
#region ================== Constructor / Setup
// Constructor
public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
{
this.mode = mode;
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
2013-03-18 13:52:27 +00:00
//mxd
if(mode.UseSelectionFromClassicMode && t.Selected)
{
2013-03-18 13:52:27 +00:00
this.selected = true;
mode.AddSelectedObject(this);
}
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the thing geometry. Returns false when nothing was created.
public virtual bool Setup()
{
int sectorcolor = new PixelColor(255, 255, 255, 255).ToInt();
2013-03-18 13:52:27 +00:00
//mxd. Check thing size
float infoRadius, infoHeight;
if((info.Radius < 0.1f) || (info.Height < 0.1f))
{
2013-03-18 13:52:27 +00:00
infoRadius = FIXED_RADIUS;
infoHeight = FIXED_RADIUS;
sizeless = true;
}
else
{
2013-03-18 13:52:27 +00:00
infoRadius = info.Radius;
infoHeight = info.Height;
sizeless = false;
}
// Find the sector in which the thing resides
Thing.DetermineSector(mode.BlockMap);
if(sprite != null)
{
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
SectorLevel level = sd.GetLevelAbove(new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + Thing.Sector.FloorHeight));
if(level != null)
{
// Use sector brightness for color shading
PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(level.brightnessbelow));
PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness);
sectorcolor = areacolor.WithAlpha(255).ToInt();
}
}
// Check if the texture is loaded
sprite.LoadImage();
isloaded = sprite.IsImageLoaded;
if(isloaded)
{
float offsetx = 0.0f;
float offsety = 0.0f;
base.Texture = sprite;
// Determine sprite size and offset
float radius = sprite.ScaledWidth * 0.5f;
float height = sprite.ScaledHeight;
if(sprite is SpriteImage)
{
offsetx = (sprite as SpriteImage).OffsetX - radius;
offsety = (sprite as SpriteImage).OffsetY - height;
}
// Scale by thing type/actor scale
// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
radius *= info.SpriteScale.Width;
height *= info.SpriteScale.Height;
offsetx *= info.SpriteScale.Width;
offsety *= info.SpriteScale.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
2013-03-18 13:52:27 +00:00
if(sizeless) //mxd
{
2013-03-18 13:52:27 +00:00
float hh = height / 2;
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety - hh, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, hh + offsety, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, hh + offsety, sectorcolor, 1.0f, 0.0f);
2013-03-18 13:52:27 +00:00
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety - hh, sectorcolor, 1.0f, 1.0f);
}
else
{
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor, 1.0f, 0.0f);
2013-03-18 13:52:27 +00:00
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety, sectorcolor, 1.0f, 1.0f);
2013-03-18 13:52:27 +00:00
}
SetVertices(verts);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
2013-03-18 13:52:27 +00:00
float radius = Math.Min(infoRadius, infoHeight / 2f);
float height = Math.Min(infoRadius * 2f, infoHeight);
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor, 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor, 1.0f, 1.0f);
SetVertices(verts);
}
}
// Determine position
Vector3D pos = Thing.Position;
if(Thing.Type == 9501)
{
if(Thing.Sector != null) //mxd
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z;
}
}
else if(Thing.Type == 9500)
{
if(Thing.Sector != null) //mxd
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z;
}
}
else if(info.AbsoluteZ)
{
// Absolute Z position
pos.z = Thing.Position.z;
}
else if(info.Hangs)
{
// Hang from ceiling
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
/*if(Thing.Position.z > 0)
pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
else
pos.z = Thing.Sector.CeilHeight - info.Height;*/
}
pos.z -= Thing.Position.z;
// Check if below floor
if((Thing.Sector != null) && (pos.z < Thing.Sector.FloorHeight))
{
// Put thing on the floor
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.plane.GetZ(Thing.Position);
}
}
else
{
// Stand on floor
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.plane.GetZ(Thing.Position);
/*if(Thing.Position.z == 0)
pos.z = sd.Floor.plane.GetZ(Thing.Position);
else
pos.z = Thing.Sector.FloorHeight;*/
}
pos.z += Thing.Position.z;
// Check if above ceiling
if((Thing.Sector != null) && ((pos.z + info.Height) > Thing.Sector.CeilHeight))
{
// Put thing against ceiling
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
}
}
// Apply settings
SetPosition(pos);
2013-03-18 13:52:27 +00:00
SetCageSize(infoRadius, infoHeight);
SetCageColor(Thing.Color);
// Keep info for object picking
2013-03-18 13:52:27 +00:00
cageradius2 = infoRadius * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
pos2d = pos;
2013-03-18 13:52:27 +00:00
if(sizeless) //mxd
{
2013-03-18 13:52:27 +00:00
boxp1 = new Vector3D(pos.x - infoRadius, pos.y - infoRadius, pos.z - infoRadius/2);
boxp2 = new Vector3D(pos.x + infoRadius, pos.y + infoRadius, pos.z + infoRadius/2);
}
else
{
2013-03-18 13:52:27 +00:00
boxp1 = new Vector3D(pos.x - infoRadius, pos.y - infoRadius, pos.z);
boxp2 = new Vector3D(pos.x + infoRadius, pos.y + infoRadius, pos.z + infoHeight);
}
// Done
changed = false;
return true;
}
// Disposing
public override void Dispose()
{
if(!IsDisposed)
{
if(sprite != null)
{
sprite.RemoveReference();
sprite = null;
}
}
base.Dispose();
}
#endregion
#region ================== Methods
// This forces to rebuild the whole thing
public void Rebuild()
{
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
// Setup visual thing
Setup();
}
// This updates the thing when needed
public override void Update()
{
if(!isloaded)
{
// Rebuild sprite geometry when sprite is loaded
if(sprite.IsImageLoaded)
{
Setup();
}
}
// Let the base update
base.Update();
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
Vector3D delta = to - from;
float tfar = float.MaxValue;
float tnear = float.MinValue;
// Ray-Box intersection code
// See http://www.masm32.com/board/index.php?topic=9941.0
// Check X slab
if(delta.x == 0.0f)
{
if(from.x > boxp2.x || from.x < boxp1.x)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.x;
float t1 = (boxp1.x - from.x) * tmp;
float t2 = (boxp2.x - from.x) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Y slab
if(delta.y == 0.0f)
{
if(from.y > boxp2.y || from.y < boxp1.y)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.y;
float t1 = (boxp1.y - from.y) * tmp;
float t2 = (boxp2.y - from.y) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Z slab
if(delta.z == 0.0f)
{
if(from.z > boxp2.z || from.z < boxp1.z)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.z;
float t1 = (boxp1.z - from.z) * tmp;
float t2 = (boxp2.z - from.z) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Set interpolation point
u_ray = (tnear > 0.0f) ? tnear : tfar;
return true;
}
//mxd
public virtual bool IsSelected()
{
return selected;
}
#endregion
#region ================== Events
// Unused
public virtual void OnSelectBegin() { }
public virtual void OnEditBegin() { }
public virtual void OnMouseMove(MouseEventArgs e) { }
public virtual void OnChangeTargetBrightness(bool up) { }
public virtual void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection) { }
public virtual void OnSelectTexture() { }
public virtual void OnCopyTexture() { }
public virtual void OnPasteTexture() { }
public virtual void OnCopyTextureOffsets() { }
public virtual void OnPasteTextureOffsets() { }
public virtual void OnTextureAlign(bool alignx, bool aligny) { }
public virtual void OnToggleUpperUnpegged() { }
public virtual void OnToggleLowerUnpegged() { }
public virtual void OnResetTextureOffset() { }
public virtual void OnResetLocalTextureOffset() { } //mxd
public virtual void OnProcess(float deltatime) { }
public virtual void OnTextureFloodfill() { }
public virtual void OnInsert() { }
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
public virtual void OnTextureFit(FitTextureOptions options) { } //mxd
public virtual void ApplyTexture(string texture) { }
public virtual void ApplyUpperUnpegged(bool set) { }
public virtual void ApplyLowerUnpegged(bool set) { }
public virtual void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
// Return texture name
public virtual string GetTextureName() { return ""; }
// Select or deselect
public virtual void OnSelectEnd()
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
//mxd. Delete thing
public virtual void OnDelete()
{
mode.CreateUndo("Delete thing");
mode.SetActionResult("Deleted a thing.");
this.Thing.Fields.BeforeFieldsChange();
this.Thing.Dispose();
this.Dispose();
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing);
mode.SetActionResult("Copied thing properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedThingProps != null)
{
mode.CreateUndo("Paste thing properties");
mode.SetActionResult("Pasted thing properties.");
BuilderPlug.Me.CopiedThingProps.Apply(Thing);
Thing.UpdateConfiguration();
this.Rebuild();
mode.ShowTargetInfo();
}
}
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Thing> things = mode.GetSelectedThings();
//mxd
updateList = new List<BaseVisualThing>();
foreach(Thing t in things)
{
VisualThing vt = mode.GetVisualThing(t);
if(vt != null) updateList.Add(vt as BaseVisualThing);
}
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
mode.StartRealtimeInterfaceUpdate(SelectionType.Things);
General.Interface.ShowEditThings(things);
mode.StopRealtimeInterfaceUpdate(SelectionType.Things);
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
updateList.Clear();
updateList = null;
}
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
{
foreach(BaseVisualThing vt in updateList) vt.Changed = true;
}
// Raise/lower thing
public virtual void OnChangeTargetHeight(int amount)
{
if(General.Map.FormatInterface.HasThingHeight)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change thing height");
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (info.Hangs ? -amount : amount)));
mode.SetActionResult("Changed thing height to " + Thing.Position.z + ".");
// Update what must be updated
ThingData td = mode.GetThingData(this.Thing);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if(mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
this.Changed = true;
}
}
//mxd
public virtual void OnChangeScale(float incrementX, float incrementY)
{
if(!General.Map.UDMF) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change thing scale");
float sx = Thing.ScaleX;
float sy = Thing.ScaleY;
if(incrementX != 0)
{
if(sx - incrementX == 0) sx *= -1;
else sx -= incrementX;
}
if(incrementY != 0)
{
if(sy + incrementY == 0) sy *= -1;
else sy += incrementY;
}
Thing.SetScale((float)Math.Round(sx, 3), (float)Math.Round(sy, 3));
mode.SetActionResult("Changed thing scale to " + Thing.ScaleX + ", " + Thing.ScaleY + ".");
// Update what must be updated
this.Changed = true;
}
//mxd
public void OnMove(Vector3D newPosition)
{
if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Move thing");
Thing.Move(newPosition);
mode.SetActionResult("Changed thing position to " + Thing.Position + ".");
// Update what must be updated
ThingData td = mode.GetThingData(this.Thing);
foreach (KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if (mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
this.Changed = true;
}
//mxd
public void Rotate(int ammount)
{
if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Rotate thing");
Thing.Rotate(ammount);
mode.SetActionResult("Changed thing rotation to " + Thing.AngleDoom + ".");
this.Changed = true;
}
#endregion
}
}