UltimateZoneBuilder/Source/VisualModes/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.Windows;
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using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using SlimDX;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
/// <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;
public const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
public const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
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private const double MOVE_SPEED_MULTIPLIER = 0.001d;
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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;
private Sector camsector;
// Options
private bool processgeometry;
private bool processthings;
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// Input
private bool keyforward;
private bool keybackward;
private bool keyleft;
private bool keyright;
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private bool doublespeed;
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// Map
protected VisualBlockMap blockmap;
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protected Dictionary<Thing, VisualThing> allthings;
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protected Dictionary<Sector, VisualSector> allsectors;
protected List<VisualBlockEntry> visibleblocks;
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protected List<VisualThing> visiblethings;
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protected Dictionary<Sector, VisualSector> visiblesectors;
protected List<VisualGeometry> visiblegeometry;
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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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public float CameraAngleXY { get { return camanglexy; } set { camanglexy = value; } }
public float CameraAngleZ { get { return camanglez; } set { camanglez = value; } }
public Sector CameraSector { get { return camsector; } }
public bool ProcessGeometry { get { return processgeometry; } set { processgeometry = value; } }
public bool ProcessThings { get { return processthings; } set { processthings = value; } }
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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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this.blockmap = new VisualBlockMap();
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this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
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this.allthings = new Dictionary<Thing,VisualThing>(General.Map.Map.Things.Count);
this.visibleblocks = new List<VisualBlockEntry>();
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this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
this.visiblegeometry = new List<VisualGeometry>(200);
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this.visiblethings = new List<VisualThing>(100);
this.processgeometry = true;
this.processthings = true;
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}
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// Disposer
public override void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Clean up
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foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
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blockmap.Dispose();
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visiblesectors = null;
visiblegeometry = null;
visibleblocks = null;
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visiblethings = null;
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allsectors = null;
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allthings = null;
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blockmap = null;
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// 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();
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// Update the used textures
General.Map.Data.UpdateUsedTextures();
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// Fill the blockmap
FillBlockMap();
// 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();
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// Dispose
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
vs.Value.Dispose();
// Dispose
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
vt.Value.Dispose();
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// 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
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#region ================== Events
public override bool OnUndoBegin()
{
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
return base.OnUndoBegin();
}
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public override void OnUndoEnd()
{
base.OnUndoEnd();
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ResourcesReloaded();
renderer.SetCrosshairBusy(false);
}
public override bool OnRedoBegin()
{
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
return base.OnRedoBegin();
}
public override void OnRedoEnd()
{
base.OnRedoEnd();
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ResourcesReloaded();
renderer.SetCrosshairBusy(false);
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}
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public override void OnReloadResources()
{
base.OnReloadResources();
ResourcesReloaded();
}
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#endregion
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#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;
}
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[BeginAction("moveforward", BaseAction = true)]
public virtual void BeginMoveForward()
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{
keyforward = true;
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}
[EndAction("moveforward", BaseAction = true)]
public virtual void EndMoveForward()
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{
keyforward = false;
}
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[BeginAction("movebackward", BaseAction = true)]
public virtual void BeginMoveBackward()
{
keybackward = true;
}
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[EndAction("movebackward", BaseAction = true)]
public virtual void EndMoveBackward()
{
keybackward = false;
}
[BeginAction("moveleft", BaseAction = true)]
public virtual void BeginMoveLeft()
{
keyleft = true;
}
[EndAction("moveleft", BaseAction = true)]
public virtual void EndMoveLeft()
{
keyleft = false;
}
[BeginAction("moveright", BaseAction = true)]
public virtual void BeginMoveRight()
{
keyright = true;
}
[EndAction("moveright", BaseAction = true)]
public virtual void EndMoveRight()
{
keyright = false;
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}
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[BeginAction("movedoublespeed", BaseAction = true)]
public virtual void BeginDoubleSpeed()
{
doublespeed = true;
}
[EndAction("movedoublespeed", BaseAction = true)]
public virtual void EndDoubleSpeed()
{
doublespeed = false;
}
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#endregion
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#region ================== Visibility Culling
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// This preforms visibility culling
private void DoCulling()
{
Dictionary<Linedef, Linedef> visiblelines = new Dictionary<Linedef, Linedef>(200);
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Vector2D campos2d = (Vector2D)campos;
float viewdist = General.Settings.ViewDistance;
// Make collections
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visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
visiblegeometry = new List<VisualGeometry>(visiblegeometry.Capacity);
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visiblethings = new List<VisualThing>(visiblethings.Capacity);
// Get the blocks within view range
visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D);
// Fill collections with geometry and things
foreach(VisualBlockEntry block in visibleblocks)
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{
if(processgeometry)
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{
// Lines
foreach(Linedef ld in block.Lines)
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{
// Line not already processed?
if(!visiblelines.ContainsKey(ld))
{
// Add line if not added yet
visiblelines.Add(ld, ld);
// Which side of the line is the camera on?
if(ld.SideOfLine(campos2d) < 0)
{
// Do front of line
if(ld.Front != null) ProcessSidedefCulling(ld.Front);
}
else
{
// Do back of line
if(ld.Back != null) ProcessSidedefCulling(ld.Back);
}
}
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}
}
if(processthings)
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{
// Things
foreach(Thing t in block.Things)
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{
VisualThing vt;
if(allthings.ContainsKey(t))
{
vt = allthings[t];
}
else
{
// Create new visual thing
vt = CreateVisualThing(t);
if(vt != null) allthings.Add(t, vt);
}
if(vt != null)
{
visiblethings.Add(vt);
}
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}
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}
}
if(processgeometry)
{
// Find camera sector
Linedef nld = MapSet.NearestLinedef(visiblelines.Values, campos2d);
if(nld != null)
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{
camsector = GetCameraSectorFromLinedef(nld);
}
else
{
// Exceptional case: no lines found in any nearby blocks!
// This could happen in the middle of an extremely large sector and in this case
// the above code will not have found any sectors/sidedefs for rendering.
// Here we handle this special case with brute-force. Let's find the sector
// the camera is in by searching the entire map and render that sector only.
nld = General.Map.Map.NearestLinedef(campos2d);
if(nld != null)
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{
camsector = GetCameraSectorFromLinedef(nld);
if(camsector != null)
{
foreach(Sidedef sd in camsector.Sidedefs)
{
float side = sd.Line.SideOfLine(campos2d);
if(((side < 0) && sd.IsFront) ||
((side > 0) && !sd.IsFront))
ProcessSidedefCulling(sd);
}
}
else
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{
// Too far away from the map to see anything
camsector = null;
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}
}
else
{
// Map is empty
camsector = null;
}
}
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}
}
// This finds and adds visible sectors
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private void ProcessSidedefCulling(Sidedef sd)
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{
VisualSector vs;
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// Find the visualsector and make it if needed
if(allsectors.ContainsKey(sd.Sector))
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{
// Take existing visualsector
vs = allsectors[sd.Sector];
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}
else
{
// Make new visualsector
vs = CreateVisualSector(sd.Sector);
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if(vs != null) allsectors.Add(sd.Sector, vs);
}
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if(vs != null)
{
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// Add to visible sectors if not added yet
if(!visiblesectors.ContainsKey(sd.Sector))
{
visiblesectors.Add(sd.Sector, vs);
visiblegeometry.AddRange(vs.FixedGeometry);
}
// Add sidedef geometry
visiblegeometry.AddRange(vs.GetSidedefGeometry(sd));
}
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}
// This returns the camera sector from linedef
private Sector GetCameraSectorFromLinedef(Linedef ld)
{
if(ld.SideOfLine(campos) < 0)
{
if(ld.Front != null)
return ld.Front.Sector;
else
return null;
}
else
{
if(ld.Back != null)
return ld.Back.Sector;
else
return null;
}
}
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#endregion
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#region ================== Object Picking
// This picks an object from the scene
public VisualPickResult PickObject(Vector3D from, Vector3D to)
{
VisualPickResult result = new VisualPickResult();
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Line2D ray2d = new Line2D(from, to);
Vector3D delta = to - from;
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// Setup no result
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result.picked = null;
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result.hitpos = new Vector3D();
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result.u_ray = 1.0f;
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// Find all blocks we are intersecting
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List<VisualBlockEntry> blocks = blockmap.GetLineBlocks(from, to);
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// Make collections
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Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>(blocks.Count * 10);
Dictionary<Sector, VisualSector> sectors = new Dictionary<Sector, VisualSector>(blocks.Count * 10);
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List<IVisualPickable> pickables = new List<IVisualPickable>(blocks.Count * 10);
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// Add geometry from the camera sector
if((camsector != null) && allsectors.ContainsKey(camsector))
{
VisualSector vs = allsectors[camsector];
sectors.Add(camsector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
// Go for all lines to see which ones we intersect
// We will collect geometry from the sectors and sidedefs
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foreach(VisualBlockEntry b in blocks)
{
foreach(Linedef ld in b.Lines)
{
// Make sure we don't test a line twice
if(!lines.ContainsKey(ld))
{
lines.Add(ld, ld);
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// Intersecting?
float u;
if(ld.Line.GetIntersection(ray2d, out u))
{
// Check on which side we are
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float side = ld.SideOfLine(ray2d.v1);
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// Calculate intersection point
Vector3D intersect = from + delta * u;
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// We must add the sectors of both sides of the line
// If we wouldn't, then aiming at a sector that is just within range
// could result in an incorrect hit (because the far line of the
// sector may not be included in this loop)
if(ld.Front != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Front.Sector))
{
VisualSector vs = allsectors[ld.Front.Sector];
// Add sector if not already added
if(!sectors.ContainsKey(ld.Front.Sector))
{
sectors.Add(ld.Front.Sector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
// Add sidedef if on the front side
if(side < 0.0f)
{
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List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Front);
foreach(VisualGeometry g in sidedefgeo)
{
g.SetPickResults(intersect, u);
pickables.Add(g);
}
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}
}
}
// Add back side also
if(ld.Back != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Back.Sector))
{
VisualSector vs = allsectors[ld.Back.Sector];
// Add sector if not already added
if(!sectors.ContainsKey(ld.Back.Sector))
{
sectors.Add(ld.Back.Sector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
// Add sidedef if on the front side
if(side > 0.0f)
{
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List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Back);
foreach(VisualGeometry g in sidedefgeo)
{
g.SetPickResults(intersect, u);
pickables.Add(g);
}
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}
}
}
}
}
}
}
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// Add all the visible things
foreach(VisualThing vt in visiblethings)
pickables.Add(vt);
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// Now we have a list of potential geometry that lies along the trace line.
// We still don't know what geometry actually hits, but we ruled out that which doesn't get even close.
// This is still too much for accurate intersection testing, so we do a fast reject pass first.
Vector3D direction = to - from;
direction = direction.GetNormal();
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List<IVisualPickable> potentialpicks = new List<IVisualPickable>(pickables.Count);
foreach(IVisualPickable p in pickables)
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{
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if(p.PickFastReject(from, to, direction)) potentialpicks.Add(p);
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}
// Now we do an accurate intersection test for all resulting geometry
// We keep only the closest hit!
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foreach(IVisualPickable p in potentialpicks)
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{
float u = result.u_ray;
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if(p.PickAccurate(from, to, direction, ref u))
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{
// Closer than previous find?
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if((u > 0.0f) && (u < result.u_ray))
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{
result.u_ray = u;
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result.picked = p;
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}
}
}
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// Setup final result
result.hitpos = from + to * result.u_ray;
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// Done
return result;
}
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#endregion
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#region ================== Processing
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/// <summary>
/// This disposes all resources and rebuilds the ones needed.
/// This usually happens when geometry is changed by undo, redo, cut or paste actions.
/// </summary>
protected virtual void ResourcesReloaded()
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{
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// Dispose
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
vs.Value.Dispose();
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
vt.Value.Dispose();
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// Clear collections
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allsectors.Clear();
allthings.Clear();
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visiblesectors.Clear();
visibleblocks.Clear();
visiblegeometry.Clear();
visiblethings.Clear();
// Make new blockmap
if(blockmap != null)
{
blockmap.Dispose();
blockmap = new VisualBlockMap();
FillBlockMap();
}
// Visibility culling (this re-creates the needed resources)
DoCulling();
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}
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/// <summary>
/// Implement this to create an instance of your VisualSector implementation.
/// </summary>
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protected abstract VisualSector CreateVisualSector(Sector s);
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/// <summary>
/// Implement this to create an instance of your VisualThing implementation.
/// </summary>
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protected abstract VisualThing CreateVisualThing(Thing t);
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/// <summary>
/// This returns the VisualSector for the given Sector.
/// </summary>
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protected VisualSector GetVisualSector(Sector s) { return allsectors[s]; }
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/// <summary>
/// This returns the VisualThing for the given Thing.
/// </summary>
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protected VisualThing GetVisualThing(Thing t) { return allthings[t]; }
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/// <summary>
/// Returns True when a VisualSector has been created for the specified Sector.
/// </summary>
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protected bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s); }
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/// <summary>
/// Returns True when a VisualThing has been created for the specified Thing.
/// </summary>
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protected bool VisualThingExists(Thing t) { return allthings.ContainsKey(t); }
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/// <summary>
/// This is called when the blockmap needs to be refilled, because it was invalidated.
/// This usually happens when geometry is changed by undo, redo, cut or paste actions.
/// Lines and Things are added to the block map by the base implementation.
/// </summary>
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protected virtual void FillBlockMap()
{
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
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blockmap.AddThingsSet(General.Map.Map.Things);
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}
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/// <summary>
/// While this mode is active, this is called continuously to process whatever needs processing.
/// </summary>
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public override void OnProcess(double deltatime)
{
double multiplier;
base.OnProcess(deltatime);
// Calculate camera direction vectors
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Vector3D camvec = Vector3D.FromAngleXYZ(camanglexy, camanglez);
Vector3D camvecstrafe = Vector3D.FromAngleXY(camanglexy + Angle2D.PIHALF);
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// Move the camera
if(doublespeed) multiplier = MOVE_SPEED_MULTIPLIER * 2.0f; else multiplier = MOVE_SPEED_MULTIPLIER;
if(keyforward) campos += camvec * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keybackward) campos -= camvec * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keyleft) campos -= camvecstrafe * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keyright) campos += camvecstrafe * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
// Target the camera
camtarget = campos + camvec;
// Apply new camera matrices
renderer.PositionAndLookAt(campos, camtarget);
// Visibility culling
DoCulling();
// Now redraw
General.Interface.RedrawDisplay();
}
#endregion
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#region ================== Actions
#endregion
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}
}