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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2007 Pascal vd Heiden
/ *
* Copyright ( c ) 2007 Pascal vd Heiden , www . codeimp . com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* /
#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections.Generic ;
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using CodeImp.DoomBuilder.Config ;
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using CodeImp.DoomBuilder.Data ;
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using CodeImp.DoomBuilder.Geometry ;
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using CodeImp.DoomBuilder.GZBuilder.Data ; //mxd
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using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Rendering ;
using SlimDX ;
using SlimDX.Direct3D9 ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
using Plane = CodeImp . DoomBuilder . Geometry . Plane ;
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#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualThing : IVisualPickable , ID3DResource , IComparable < VisualThing >
{
#region = = = = = = = = = = = = = = = = = = Constants
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protected const int FIXED_RADIUS = 8 ; //mxd. Used to render things with zero width and radius
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#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Thing
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
private readonly Thing thing ;
//mxd. Info
protected ThingTypeInfo info ;
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// Texture
private ImageData texture ;
// Geometry
private WorldVertex [ ] vertices ;
private VertexBuffer geobuffer ;
private bool updategeo ;
private int triangles ;
// Rendering
private int renderpass ;
private Matrix position ;
private Matrix cagescales ;
private Vector2D pos2d ;
private float cameradistance ;
private int cagecolor ;
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protected bool sizeless ; //mxd. Used to render visual things with 0 width and height
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// Selected?
protected bool selected ;
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// Disposing
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private bool isdisposed ;
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2013-09-11 09:47:53 +00:00
//mxd
private int cameraDistance3D ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
private int thingheight ;
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
//mxd. light properties
private DynamicLightType lightType ;
private DynamicLightRenderStyle lightRenderStyle ;
private Color4 lightColor ;
private float lightRadius ; //current radius. used in light animation
private float lightPrimaryRadius ;
private float lightSecondaryRadius ;
private Vector3 position_v3 ;
private float lightDelta ; //used in light animation
private Vector3 [ ] boundingBox ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
2013-09-11 09:47:53 +00:00
//gldefs light
private Vector3 lightOffset ;
private int lightInterval ;
private bool isGldefsLight ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
internal VertexBuffer GeometryBuffer { get { return geobuffer ; } }
internal bool NeedsUpdateGeo { get { return updategeo ; } }
internal int Triangles { get { return triangles ; } }
internal int RenderPassInt { get { return renderpass ; } }
internal Matrix Position { get { return position ; } }
internal Matrix CageScales { get { return cagescales ; } }
internal int CageColor { get { return cagecolor ; } }
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public ThingTypeInfo Info { get { return info ; } } //mxd
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//mxd
internal int VertexColor { get { return vertices . Length > 0 ? vertices [ 0 ] . c : 0 ; } }
public int CameraDistance3D { get { return cameraDistance3D ; } }
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public bool Sizeless { get { return sizeless ; } }
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public Vector3 Center {
get {
if ( isGldefsLight ) return position_v3 + lightOffset ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
return new Vector3 ( position_v3 . X , position_v3 . Y , position_v3 . Z + thingheight / 2f ) ;
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}
}
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public Vector3D CenterV3D { get { return D3DDevice . V3D ( Center ) ; } }
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public float LocalCenterZ { get { return thingheight / 2f ; } } //mxd
2013-09-11 09:47:53 +00:00
public Vector3 PositionV3 { get { return position_v3 ; } }
public Vector3 [ ] BoundingBox { get { return boundingBox ; } }
//mxd. light properties
public DynamicLightType LightType { get { return lightType ; } }
public float LightRadius { get { return lightRadius ; } }
public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle ; } }
public Color4 LightColor { get { return lightColor ; } }
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/// <summary>
/// Returns the Thing that this VisualThing is created for.
/// </summary>
public Thing Thing { get { return thing ; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return ( RenderPass ) renderpass ; } set { renderpass = ( int ) value ; } }
/// <summary>
/// Image to use as texture on the geometry.
/// </summary>
public ImageData Texture { get { return texture ; } set { texture = value ; } }
/// <summary>
/// Disposed or not?
/// </summary>
public bool IsDisposed { get { return isdisposed ; } }
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/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected ; } set { selected = value ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Destructor
// Constructor
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protected VisualThing ( Thing t )
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{
// Initialize
this . thing = t ;
this . renderpass = ( int ) RenderPass . Mask ;
this . position = Matrix . Identity ;
this . cagescales = Matrix . Identity ;
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//mxd
lightType = DynamicLightType . NONE ;
lightRenderStyle = DynamicLightRenderStyle . NONE ;
lightPrimaryRadius = - 1 ;
lightSecondaryRadius = - 1 ;
lightInterval = - 1 ;
lightColor = new Color4 ( ) ;
boundingBox = new Vector3 [ 9 ] ;
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// Register as resource
General . Map . Graphics . RegisterResource ( this ) ;
}
// Disposer
public virtual void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
// Clean up
if ( geobuffer ! = null ) geobuffer . Dispose ( ) ;
geobuffer = null ;
// Unregister resource
General . Map . Graphics . UnregisterResource ( this ) ;
// Done
isdisposed = true ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
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// This sets the distance from the camera
internal void CalculateCameraDistance ( Vector2D campos )
{
cameradistance = Vector2D . DistanceSq ( pos2d , campos ) ;
}
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//mxd
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internal void CalculateCameraDistance3D ( Vector3 campos )
{
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cameraDistance3D = ( int ) Vector3 . DistanceSquared ( PositionV3 , campos ) ;
}
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// This is called before a device is reset
// (when resized or display adapter was changed)
public void UnloadResource ( )
{
// Trash geometry buffer
if ( geobuffer ! = null ) geobuffer . Dispose ( ) ;
geobuffer = null ;
updategeo = true ;
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource ( )
{
// Make new geometry
//Update();
}
/// <summary>
/// Sets the size of the cage around the thing geometry.
/// </summary>
public void SetCageSize ( float radius , float height )
{
cagescales = Matrix . Scaling ( radius , radius , height ) ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
thingheight = ( int ) height ; //mxd
2009-04-19 18:07:22 +00:00
}
/// <summary>
/// Sets the color of the cage around the thing geometry.
/// </summary>
public void SetCageColor ( PixelColor color )
{
cagecolor = color . ToInt ( ) ;
}
/// <summary>
/// This sets the position to use for the thing geometry.
/// </summary>
public void SetPosition ( Vector3D pos )
{
pos2d = new Vector2D ( pos ) ;
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position_v3 = D3DDevice . V3 ( pos ) ; //mxd
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position = Matrix . Translation ( position_v3 ) ;
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//mxd. update bounding box?
if ( lightType ! = DynamicLightType . NONE & & lightRadius > thing . Size )
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{
UpdateBoundingBox ( lightRadius , lightRadius * 2 ) ;
}
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}
// This sets the vertices for the thing sprite
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
protected void SetVertices ( ICollection < WorldVertex > verts , Plane floor , Plane ceiling )
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{
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// Copy vertices
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vertices = new WorldVertex [ verts . Count ] ;
verts . CopyTo ( vertices , 0 ) ;
triangles = vertices . Length / 3 ;
updategeo = true ;
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
//mxd. Do some GLOOME shenanigans...
int localcenterz = ( int ) ( Thing . Height / 2 ) ;
Matrix m ;
switch ( info . RenderMode )
{
// Appied only when ROLLSPRITE flag is set (?)
case Thing . SpriteRenderMode . WALL_SPRITE :
m = Matrix . Translation ( 0f , 0f , - localcenterz ) * Matrix . RotationY ( Thing . RollRad ) * Matrix . RotationZ ( thing . Angle ) * Matrix . Translation ( 0f , 0f , localcenterz ) ;
for ( int i = 0 ; i < vertices . Length ; i + + )
{
Vector4 transformed = Vector3 . Transform ( new Vector3 ( vertices [ i ] . x , vertices [ i ] . y , vertices [ i ] . z ) , m ) ;
vertices [ i ] . x = transformed . X ;
vertices [ i ] . y = transformed . Y ;
vertices [ i ] . z = transformed . Z ;
}
break ;
case Thing . SpriteRenderMode . FLOOR_SPRITE :
// TODO: thing angle is involved in this... somehow
Matrix floorrotation = ( info . RollSprite ? Matrix . RotationY ( Thing . RollRad ) * Matrix . RotationX ( Angle2D . PIHALF ) : Matrix . RotationX ( Angle2D . PIHALF ) ) ;
m = Matrix . Translation ( 0f , 0f , - localcenterz ) * floorrotation * Matrix . Translation ( 0f , 0f , localcenterz ) ;
for ( int i = 0 ; i < vertices . Length ; i + + )
{
Vector4 transformed = Vector3 . Transform ( new Vector3 ( vertices [ i ] . x , vertices [ i ] . y , vertices [ i ] . z ) , m ) ;
vertices [ i ] . x = transformed . X ;
vertices [ i ] . y = transformed . Y ;
vertices [ i ] . z = transformed . Z ;
}
// TODO: this won't work on things with AbsoluteZ flag
if ( info . StickToPlane )
{
// Calculate vertical offset
float floorz = floor . GetZ ( Thing . Position ) ;
float ceilz = ceiling . GetZ ( Thing . Position ) ;
if ( ! float . IsNaN ( floorz ) & & ! float . IsNaN ( ceilz ) )
{
float voffset ;
if ( info . Hangs )
{
float thingz = ceilz - Thing . Position . z + Thing . Height ;
voffset = 0.01f - floorz - General . Clamp ( thingz , 0 , ceilz - floorz ) ;
}
else
{
voffset = 0.01f - floorz - General . Clamp ( Thing . Position . z , 0 , ceilz - floorz ) ;
}
// Apply it
for ( int i = 0 ; i < vertices . Length ; i + + )
vertices [ i ] . z = floor . GetZ ( vertices [ i ] . x + Thing . Position . x , vertices [ i ] . y + Thing . Position . y ) + voffset ;
}
}
break ;
case Thing . SpriteRenderMode . CEILING_SPRITE :
// TODO: thing angle is involved in this... somehow
Matrix ceilrotation = ( info . RollSprite ? Matrix . RotationY ( Thing . RollRad ) * Matrix . RotationX ( - Angle2D . PIHALF ) : Matrix . RotationX ( - Angle2D . PIHALF ) ) ;
m = Matrix . Translation ( 0f , 0f , - localcenterz ) * ceilrotation * Matrix . Translation ( 0f , 0f , localcenterz ) ;
for ( int i = 0 ; i < vertices . Length ; i + + )
{
Vector4 transformed = Vector3 . Transform ( new Vector3 ( vertices [ i ] . x , vertices [ i ] . y , vertices [ i ] . z ) , m ) ;
vertices [ i ] . x = transformed . X ;
vertices [ i ] . y = transformed . Y ;
vertices [ i ] . z = transformed . Z ;
}
// TODO: this won't work on things with AbsoluteZ flag
if ( info . StickToPlane )
{
// Calculate vertical offset
float floorz = floor . GetZ ( Thing . Position ) ;
float ceilz = ceiling . GetZ ( Thing . Position ) ;
if ( ! float . IsNaN ( floorz ) & & ! float . IsNaN ( ceilz ) )
{
float voffset ;
if ( info . Hangs )
{
float thingz = ceilz - Math . Max ( 0 , Thing . Position . z ) - Thing . Height ;
voffset = - 0.01f - General . Clamp ( thingz , 0 , ceilz - floorz ) ;
}
else
{
voffset = - 0.01f - floorz - General . Clamp ( Thing . Position . z , 0 , ceilz - floorz ) ;
}
// Apply it
for ( int i = 0 ; i < vertices . Length ; i + + )
vertices [ i ] . z = ceiling . GetZ ( vertices [ i ] . x + Thing . Position . x , vertices [ i ] . y + Thing . Position . y ) + voffset ;
}
}
break ;
default :
if ( info . RollSprite )
{
m = Matrix . Translation ( 0f , 0f , - localcenterz ) * Matrix . RotationY ( Thing . RollRad ) * Matrix . Translation ( 0f , 0f , localcenterz ) ;
for ( int i = 0 ; i < vertices . Length ; i + + )
{
Vector4 transformed = Vector3 . Transform ( new Vector3 ( vertices [ i ] . x , vertices [ i ] . y , vertices [ i ] . z ) , m ) ;
vertices [ i ] . x = transformed . X ;
vertices [ i ] . y = transformed . Y ;
vertices [ i ] . z = transformed . Z ;
}
}
break ;
}
2009-04-19 18:07:22 +00:00
}
// This updates the visual thing
public virtual void Update ( )
{
2013-09-11 09:47:53 +00:00
// Do we need to update the geometry buffer?
if ( updategeo )
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{
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// Trash geometry buffer
if ( geobuffer ! = null ) geobuffer . Dispose ( ) ;
geobuffer = null ;
// Any vertics?
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if ( vertices . Length > 0 )
{
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// Make a new buffer
geobuffer = new VertexBuffer ( General . Map . Graphics . Device , WorldVertex . Stride * vertices . Length ,
Usage . WriteOnly | Usage . Dynamic , VertexFormat . None , Pool . Default ) ;
// Fill the buffer
DataStream bufferstream = geobuffer . Lock ( 0 , WorldVertex . Stride * vertices . Length , LockFlags . Discard ) ;
bufferstream . WriteRange ( vertices ) ;
geobuffer . Unlock ( ) ;
bufferstream . Dispose ( ) ;
}
//mxd. Check if thing is light
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CheckLightState ( ) ;
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// Done
updategeo = false ;
}
}
2012-04-17 19:13:47 +00:00
2013-09-11 09:47:53 +00:00
//mxd
2014-12-03 23:15:26 +00:00
protected void CheckLightState ( )
{
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//mxd. Check if thing is light
int light_id = Array . IndexOf ( GZBuilder . GZGeneral . GZ_LIGHTS , thing . Type ) ;
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if ( light_id ! = - 1 )
{
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isGldefsLight = false ;
lightInterval = - 1 ;
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UpdateLight ( light_id ) ;
UpdateBoundingBox ( lightRadius , lightRadius * 2 ) ;
}
//check if we have light from GLDEFS
else if ( General . Map . Data . GldefsEntries . ContainsKey ( thing . Type ) )
{
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isGldefsLight = true ;
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UpdateGldefsLight ( ) ;
UpdateBoundingBox ( lightRadius , lightRadius * 2 ) ;
}
else
{
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
UpdateBoundingBox ( ( int ) thing . Size , thingheight ) ;
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lightType = DynamicLightType . NONE ;
lightRadius = - 1 ;
lightPrimaryRadius = - 1 ;
lightSecondaryRadius = - 1 ;
lightRenderStyle = DynamicLightRenderStyle . NONE ;
lightInterval = - 1 ;
isGldefsLight = false ;
}
}
//used in ColorPicker to update light
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public void UpdateLight ( )
{
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int light_id = Array . IndexOf ( GZBuilder . GZGeneral . GZ_LIGHTS , thing . Type ) ;
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if ( light_id ! = - 1 )
{
UpdateLight ( light_id ) ;
UpdateBoundingBox ( lightRadius , lightRadius * 2 ) ;
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}
}
//mxd update light info
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private void UpdateLight ( int lightId )
{
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float scaled_intensity = 255.0f / General . Settings . GZDynamicLightIntensity ;
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if ( lightId < GZBuilder . GZGeneral . GZ_LIGHT_TYPES [ 2 ] ) //if it's gzdoom light
{
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int n ;
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if ( lightId < GZBuilder . GZGeneral . GZ_LIGHT_TYPES [ 0 ] )
{
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n = 0 ;
lightRenderStyle = DynamicLightRenderStyle . NORMAL ;
//lightColor.Alpha used in shader to perform some calculations based on light type
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lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , thing . Args [ 0 ] / scaled_intensity , thing . Args [ 1 ] / scaled_intensity , thing . Args [ 2 ] / scaled_intensity ) ;
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}
else if ( lightId < GZBuilder . GZGeneral . GZ_LIGHT_TYPES [ 1 ] )
{
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n = 10 ;
lightRenderStyle = DynamicLightRenderStyle . ADDITIVE ;
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lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , thing . Args [ 0 ] / scaled_intensity , thing . Args [ 1 ] / scaled_intensity , thing . Args [ 2 ] / scaled_intensity ) ;
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}
else
{
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n = 20 ;
lightRenderStyle = DynamicLightRenderStyle . NEGATIVE ;
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lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , thing . Args [ 0 ] / scaled_intensity , thing . Args [ 1 ] / scaled_intensity , thing . Args [ 2 ] / scaled_intensity ) ;
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}
lightType = ( DynamicLightType ) ( thing . Type - 9800 - n ) ;
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if ( lightType = = DynamicLightType . SECTOR )
{
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int scaler = 1 ;
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if ( thing . Sector ! = null ) scaler = thing . Sector . Brightness / 4 ;
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lightPrimaryRadius = ( thing . Args [ 3 ] * scaler ) * General . Settings . GZDynamicLightRadius ;
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}
else
{
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lightPrimaryRadius = ( thing . Args [ 3 ] * 2 ) * General . Settings . GZDynamicLightRadius ; //works... that.. way in GZDoom
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if ( lightType > 0 ) lightSecondaryRadius = ( thing . Args [ 4 ] * 2 ) * General . Settings . GZDynamicLightRadius ;
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}
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} else //it's one of vavoom lights
{
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lightRenderStyle = DynamicLightRenderStyle . VAVOOM ;
2013-07-29 08:50:50 +00:00
lightType = ( DynamicLightType ) thing . Type ;
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if ( lightType = = DynamicLightType . VAVOOM_COLORED )
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lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , thing . Args [ 1 ] / scaled_intensity , thing . Args [ 2 ] / scaled_intensity , thing . Args [ 3 ] / scaled_intensity ) ;
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else
lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , General . Settings . GZDynamicLightIntensity , General . Settings . GZDynamicLightIntensity , General . Settings . GZDynamicLightIntensity ) ;
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lightPrimaryRadius = ( thing . Args [ 0 ] * 8 ) * General . Settings . GZDynamicLightRadius ;
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}
UpdateLightRadius ( ) ;
}
//mxd
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private void UpdateGldefsLight ( )
{
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DynamicLightData light = General . Map . Data . GldefsEntries [ thing . Type ] ;
float intensity_mod = General . Settings . GZDynamicLightIntensity ;
float scale_mod = General . Settings . GZDynamicLightRadius ;
//apply settings
lightRenderStyle = light . Subtractive ? DynamicLightRenderStyle . NEGATIVE : DynamicLightRenderStyle . NORMAL ;
lightColor = new Color4 ( ( float ) lightRenderStyle / 100.0f , light . Color . Red * intensity_mod , light . Color . Green * intensity_mod , light . Color . Blue * intensity_mod ) ;
lightOffset = light . Offset ;
lightType = light . Type ;
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if ( lightType = = DynamicLightType . SECTOR )
{
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lightPrimaryRadius = light . Interval * thing . Sector . Brightness / 5 ;
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}
else
{
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lightPrimaryRadius = light . PrimaryRadius * scale_mod ;
lightSecondaryRadius = light . SecondaryRadius * scale_mod ;
}
lightInterval = light . Interval ;
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UpdateLightRadius ( lightInterval ) ;
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}
//mxd
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public void UpdateLightRadius ( )
{
UpdateLightRadius ( ( lightInterval ! = - 1 ? lightInterval : thing . AngleDoom ) ) ;
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}
//mxd
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private void UpdateLightRadius ( int interval )
{
if ( lightType = = DynamicLightType . NONE )
{
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General . ErrorLogger . Add ( ErrorType . Error , "Please check that thing is light before accessing it's PositionAndRadius! You can use lightType, which is -1 if thing isn't light" ) ;
return ;
}
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if ( General . Settings . GZDrawLightsMode = = LightRenderMode . ALL | | Array . IndexOf ( GZBuilder . GZGeneral . GZ_ANIMATED_LIGHT_TYPES , lightType ) = = - 1 )
{
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lightRadius = lightPrimaryRadius ;
return ;
}
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if ( interval = = 0 )
{
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lightRadius = 0 ;
return ;
}
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float time = Clock . CurrentTime ;
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float rMin = Math . Min ( lightPrimaryRadius , lightSecondaryRadius ) ;
float rMax = Math . Max ( lightPrimaryRadius , lightSecondaryRadius ) ;
float diff = rMax - rMin ;
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switch ( lightType )
{
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case DynamicLightType . PULSE :
lightDelta = ( ( float ) Math . Sin ( time / ( interval * 4.0f ) ) + 1.0f ) / 2.0f ; //just playing by the eye here... in [0.0 ... 1.0] interval
lightRadius = rMin + diff * lightDelta ;
break ;
case DynamicLightType . FLICKER :
float fdelta = ( float ) Math . Sin ( time / 0.1f ) ; //just playing by the eye here...
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if ( Math . Sign ( fdelta ) ! = Math . Sign ( lightDelta ) )
{
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lightDelta = fdelta ;
lightRadius = ( General . Random ( 0 , 359 ) < interval ? rMax : rMin ) ;
}
break ;
case DynamicLightType . RANDOM :
float rdelta = ( float ) Math . Sin ( time / ( interval * 9.0f ) ) ; //just playing by the eye here...
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if ( Math . Sign ( rdelta ) ! = Math . Sign ( lightDelta ) )
{
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lightRadius = rMin + ( General . Random ( 0 , ( int ) ( diff * 10 ) ) ) / 10.0f ;
}
lightDelta = rdelta ;
break ;
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}
}
//mxd. update bounding box
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public void UpdateBoundingBox ( )
{
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if ( lightType ! = DynamicLightType . NONE & & lightRadius > thing . Size )
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UpdateBoundingBox ( lightRadius , lightRadius * 2 ) ;
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}
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private void UpdateBoundingBox ( float width , float height )
{
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boundingBox = new Vector3 [ 9 ] ;
boundingBox [ 0 ] = Center ;
float h2 = height / 2.0f ;
boundingBox [ 1 ] = new Vector3 ( position_v3 . X - width , position_v3 . Y - width , Center . Z - h2 ) ;
boundingBox [ 2 ] = new Vector3 ( position_v3 . X + width , position_v3 . Y - width , Center . Z - h2 ) ;
boundingBox [ 3 ] = new Vector3 ( position_v3 . X - width , position_v3 . Y + width , Center . Z - h2 ) ;
boundingBox [ 4 ] = new Vector3 ( position_v3 . X + width , position_v3 . Y + width , Center . Z - h2 ) ;
boundingBox [ 5 ] = new Vector3 ( position_v3 . X - width , position_v3 . Y - width , Center . Z + h2 ) ;
boundingBox [ 6 ] = new Vector3 ( position_v3 . X + width , position_v3 . Y - width , Center . Z + h2 ) ;
boundingBox [ 7 ] = new Vector3 ( position_v3 . X - width , position_v3 . Y + width , Center . Z + h2 ) ;
boundingBox [ 8 ] = new Vector3 ( position_v3 . X + width , position_v3 . Y + width , Center . Z + h2 ) ;
}
2009-04-19 18:07:22 +00:00
/// <summary>
/// This is called when the thing must be tested for line intersection. This should reject
/// as fast as possible to rule out all geometry that certainly does not touch the line.
/// </summary>
public virtual bool PickFastReject ( Vector3D from , Vector3D to , Vector3D dir )
{
return false ;
}
/// <summary>
/// This is called when the thing must be tested for line intersection. This should perform
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
/// </summary>
public virtual bool PickAccurate ( Vector3D from , Vector3D to , Vector3D dir , ref float u_ray )
{
return false ;
}
/// <summary>
/// This sorts things by distance from the camera. Farthest first.
/// </summary>
public int CompareTo ( VisualThing other )
{
return Math . Sign ( other . cameradistance - this . cameradistance ) ;
}
#endregion
}
}