2009-07-12 09:32:53 +00:00
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2009-04-19 18:07:22 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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2012-11-27 21:12:20 +00:00
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using System.Collections.ObjectModel;
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2009-04-19 18:07:22 +00:00
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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2012-11-27 21:12:20 +00:00
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using CodeImp.DoomBuilder.Types;
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2009-04-19 18:07:22 +00:00
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using CodeImp.DoomBuilder.VisualModes;
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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using CodeImp.DoomBuilder.GZBuilder.Tools;
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2009-04-19 18:07:22 +00:00
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualFloor : BaseVisualGeometrySector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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2013-03-18 13:52:27 +00:00
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private bool innerSide; //mxd
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2009-04-19 18:07:22 +00:00
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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{
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2013-09-11 09:47:53 +00:00
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//mxd
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geoType = VisualGeometryType.FLOOR;
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2013-03-18 13:52:27 +00:00
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//mxd
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if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.FloorTextures || General.Map.ViewMode == ViewMode.Normal)) {
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this.selected = true;
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mode.AddSelectedObject(this);
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}
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2013-09-11 09:47:53 +00:00
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// We have no destructor
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2009-04-19 18:07:22 +00:00
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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2013-03-18 13:52:27 +00:00
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor) {
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return Setup(level, extrafloor, innerSide);
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}
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//mxd
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public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerSide)
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2009-04-19 18:07:22 +00:00
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{
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WorldVertex[] verts;
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2012-11-27 21:12:20 +00:00
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Sector s = level.sector;
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Vector2D texscale;
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2013-03-18 13:52:27 +00:00
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this.innerSide = innerSide;
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2012-11-27 21:12:20 +00:00
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base.Setup(level, extrafloor);
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
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Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
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s.Fields.GetValue("ypanningfloor", 0.0f));
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Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
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s.Fields.GetValue("yscalefloor", 1.0f));
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2009-04-19 18:07:22 +00:00
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2013-03-18 13:52:27 +00:00
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//Load floor texture
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2013-07-31 12:38:47 +00:00
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if ((s.FloorTexture.Length > 0) && (s.FloorTexture != "-"))
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{
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base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
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if (base.Texture == null)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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2013-04-26 12:32:51 +00:00
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setuponloadedtexture = s.LongFloorTexture;
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2013-07-31 12:38:47 +00:00
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}
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else
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{
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if (!base.Texture.IsImageLoaded)
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setuponloadedtexture = s.LongFloorTexture;
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}
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} else {
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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2013-04-26 12:32:51 +00:00
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}
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2012-11-27 21:12:20 +00:00
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// Determine texture scale
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if(base.Texture.IsImageLoaded)
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texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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2009-04-19 18:07:22 +00:00
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// Make vertices
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2012-11-27 21:12:20 +00:00
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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2009-04-19 18:07:22 +00:00
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{
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2012-11-27 21:12:20 +00:00
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].y = triverts[i].y;
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verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.FloorHeight;
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2009-04-19 18:07:22 +00:00
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2012-11-27 21:12:20 +00:00
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// Texture coordinates
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Vector2D pos = triverts[i];
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pos = pos.GetRotated(rotate);
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pos.y = -pos.y;
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pos = (pos + offset) * scale * texscale;
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verts[i].u = pos.x;
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verts[i].v = pos.y;
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}
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2009-04-19 18:07:22 +00:00
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2012-11-27 21:12:20 +00:00
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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2013-03-18 13:52:27 +00:00
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if((extrafloor != null) && !extrafloor.VavoomType && !innerSide)
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2012-11-27 21:12:20 +00:00
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SwapTriangleVertices(verts);
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// Determine render pass
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if(extrafloor != null)
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{
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2013-03-18 13:52:27 +00:00
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
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this.RenderPass = RenderPass.Additive;
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else if(level.alpha < 255)
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2012-11-27 21:12:20 +00:00
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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{
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this.RenderPass = RenderPass.Solid;
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2009-04-19 18:07:22 +00:00
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}
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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2012-11-27 21:12:20 +00:00
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// Return texture coordinates
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protected override Point GetTextureOffset()
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{
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Point p = new Point();
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p.X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f);
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p.Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f);
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return p;
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}
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// Move texture coordinates
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protected override void MoveTextureOffset(Point xy)
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{
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2013-09-11 09:47:53 +00:00
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//mxd
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Sector s = GetControlSector();
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s.Fields.BeforeFieldsChange();
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2013-08-02 12:50:53 +00:00
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float nx = (s.Fields.GetValue("xpanningfloor", 0.0f) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscalefloor", 1.0f));
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float ny = (s.Fields.GetValue("ypanningfloor", 0.0f) + xy.Y) % (Texture.ScaledHeight / s.Fields.GetValue("yscalefloor", 1.0f));
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2013-09-11 09:47:53 +00:00
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s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, nx);
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s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, ny);
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s.UpdateNeeded = true;
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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mode.SetActionResult("Changed floor texture offsets to " + nx + ", " + ny + ".");
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}
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//mxd. Texture scale change
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protected override void ChangeTextureScale(float incrementX, float incrementY) {
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Sector s = GetControlSector();
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float scaleX = s.Fields.GetValue("xscalefloor", 1.0f);
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float scaleY = s.Fields.GetValue("yscalefloor", 1.0f);
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s.Fields.BeforeFieldsChange();
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if(incrementX != 0) {
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if(scaleX + incrementX == 0)
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scaleX *= -1;
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else
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scaleX += incrementX;
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2013-08-10 11:28:51 +00:00
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UDMFTools.SetFloat(s.Fields, "xscalefloor", scaleX, 1.0f);
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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}
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if(incrementY != 0) {
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if(scaleY + incrementY == 0)
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scaleY *= -1;
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else
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scaleY += incrementY;
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2013-08-10 11:28:51 +00:00
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UDMFTools.SetFloat(s.Fields, "yscalefloor", scaleY, 1.0f);
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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}
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//update geometry
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onTextureChanged();
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s.UpdateNeeded = true;
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s.UpdateCache();
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if(s.Index != Sector.Sector.Index) {
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Sector.Sector.UpdateNeeded = true;
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Sector.Sector.UpdateCache();
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}
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mode.SetActionResult("Floor scale changed to " + scaleX + ", " + scaleY);
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2012-11-27 21:12:20 +00:00
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}
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2013-04-16 12:52:40 +00:00
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//mxd
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public override void OnResetTextureOffset() {
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if(!General.Map.UDMF) return;
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mode.CreateUndo("Reset texture offsets");
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mode.SetActionResult("Texture offsets reset.");
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Sector.Sector.Fields.BeforeFieldsChange();
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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string[] keys = new string[] { "xpanningfloor", "ypanningfloor", "xscalefloor", "yscalefloor", "rotationfloor" };
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foreach(string key in keys) {
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if(Sector.Sector.Fields.ContainsKey(key)) {
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Sector.Sector.Fields.Remove(key);
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Sector.Sector.UpdateNeeded = true;
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}
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2013-04-16 12:52:40 +00:00
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}
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if(Sector.Sector.UpdateNeeded)
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Sector.UpdateSectorGeometry(false);
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}
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2009-04-19 18:07:22 +00:00
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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2009-05-03 19:22:32 +00:00
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mode.CreateUndo("Paste floor " + BuilderPlug.Me.CopiedFlat);
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2009-05-02 14:59:05 +00:00
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mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on floor.");
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2009-04-19 18:07:22 +00:00
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SetTexture(BuilderPlug.Me.CopiedFlat);
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2013-03-18 13:52:27 +00:00
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//mxd. 3D floors may need updating...
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onTextureChanged();
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2009-04-19 18:07:22 +00:00
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}
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}
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2012-11-27 21:12:20 +00:00
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// Call to change the height
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public override void OnChangeTargetHeight(int amount)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTargetHeight(amount);
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}
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}
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2009-04-19 18:07:22 +00:00
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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2012-11-27 21:12:20 +00:00
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mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
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level.sector.FloorHeight += amount;
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mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
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2009-04-19 18:07:22 +00:00
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}
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2013-09-11 09:47:53 +00:00
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//mxd. Sector brightness change
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public override void OnChangeTargetBrightness(bool up) {
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2013-03-18 13:52:27 +00:00
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if (level != null) {
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2013-09-11 09:47:53 +00:00
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if (level.sector != Sector.Sector) //this floor is part of 3D-floor
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((BaseVisualSector)mode.GetVisualSector(level.sector)).Floor.OnChangeTargetBrightness(up);
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else if (Sector.ExtraFloors.Count > 0) //this is actual floor of a sector with extrafloors
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Sector.ExtraFloors[0].OnChangeTargetBrightness(up);
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else
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base.OnChangeTargetBrightness(up);
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} else {
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base.OnChangeTargetBrightness(up);
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}
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}
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2012-11-27 21:12:20 +00:00
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2009-04-19 18:07:22 +00:00
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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2012-11-27 21:12:20 +00:00
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// Check if our ray starts at the correct side of the plane
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2013-03-18 13:52:27 +00:00
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if((!innerSide && level.plane.Distance(from) > 0.0f) || (innerSide && level.plane.Distance(from) < 0.0f))
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2009-04-19 18:07:22 +00:00
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{
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2012-11-27 21:12:20 +00:00
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// Calculate the intersection
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if(level.plane.GetIntersection(from, to, ref pickrayu))
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{
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if(pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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2009-04-19 18:07:22 +00:00
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}
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2012-11-27 21:12:20 +00:00
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return false;
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2009-04-19 18:07:22 +00:00
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
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}
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2009-05-06 07:26:12 +00:00
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2009-04-19 18:07:22 +00:00
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// Return texture name
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public override string GetTextureName()
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{
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2012-11-27 21:12:20 +00:00
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return level.sector.FloorTexture;
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2009-04-19 18:07:22 +00:00
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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2012-11-27 21:12:20 +00:00
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level.sector.SetFloorTexture(texturename);
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2009-04-19 18:07:22 +00:00
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General.Map.Data.UpdateUsedTextures();
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}
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2013-04-01 11:06:01 +00:00
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) {
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if(!withSameTexture && !withSameHeight) return;
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if(select && !selected) {
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selected = true;
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mode.AddSelectedObject(this);
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}else if(!select && selected){
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selected = false;
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mode.RemoveSelectedObject(this);
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}
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List<Sector> neighbours = new List<Sector>();
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//collect neighbour sectors
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foreach(Sidedef side in level.sector.Sidedefs) {
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if(side.Other != null && side.Other.Sector != level.sector && !neighbours.Contains(side.Other.Sector)) {
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bool add = false;
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if(withSameTexture && side.Other.Sector.FloorTexture == level.sector.FloorTexture)
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add = true;
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if(withSameHeight)
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add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.FloorHeight == level.sector.FloorHeight;
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if(add) neighbours.Add(side.Other.Sector);
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}
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}
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//(de)select neighbour sectors
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foreach(Sector s in neighbours){
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BaseVisualSector vs = mode.GetVisualSector(s) as BaseVisualSector;
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if((select && !vs.Floor.Selected) || (!select && vs.Floor.Selected))
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vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight);
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}
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}
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2013-04-26 12:32:51 +00:00
|
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//mxd
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public void AlignTexture(bool alignx, bool aligny) {
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if(!General.Map.UDMF) return;
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|
2013-05-29 14:18:49 +00:00
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//is is a surface with line slope?
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2013-04-26 12:32:51 +00:00
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float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF;
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|
2013-05-29 14:18:49 +00:00
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if(slopeAngle == 0) {//it's a horizontal plane
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alignTextureToClosestLine(alignx, aligny);
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} else { //it can be a surface with line slope
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Linedef slopeSource = null;
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bool isFront = false;
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foreach(Sidedef side in Sector.Sector.Sidedefs) {
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if(side.Line.Action == 181) {
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if(side.Line.Args[0] == 1 && side.Line.Front != null && side.Line.Front == side) {
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slopeSource = side.Line;
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isFront = true;
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break;
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} else if(side.Line.Args[0] == 2 && side.Line.Back != null && side.Line.Back == side) {
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slopeSource = side.Line;
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|
break;
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}
|
2013-04-26 12:32:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
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|
2013-05-29 14:18:49 +00:00
|
|
|
if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null)
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alignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny);
|
2013-04-26 12:32:51 +00:00
|
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|
else
|
2013-05-29 14:18:49 +00:00
|
|
|
alignTextureToClosestLine(alignx, aligny);
|
2013-04-26 12:32:51 +00:00
|
|
|
}
|
|
|
|
}
|
2009-04-19 18:07:22 +00:00
|
|
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|
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|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|