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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 ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
using System.Drawing ;
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using CodeImp.DoomBuilder.Config ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.GZBuilder.Data ;
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using CodeImp.DoomBuilder.IO ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
using CodeImp.DoomBuilder.Rendering ;
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using CodeImp.DoomBuilder.Types ;
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using CodeImp.DoomBuilder.VisualModes ;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Thing : SelectableElement
{
#region = = = = = = = = = = = = = = = = = = Constants
public const int NUM_ARGS = 5 ;
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Map
private MapSet map ;
// Sector
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private Sector sector ;
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// List items
private LinkedListNode < Thing > selecteditem ;
// Properties
private int type ;
private Vector3D pos ;
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private int angledoom ; // Angle as entered / stored in file
private float anglerad ; // Angle in radians
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private Dictionary < string , bool > flags ;
private int tag ;
private int action ;
private int [ ] args ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
private float scaleX ; //mxd
private float scaleY ; //mxd
private SizeF spritescale ; //mxd
private int pitch ; //mxd. Used in model rendering
private int roll ; //mxd. Used in model rendering
private float pitchrad ; //mxd
private float rollrad ; //mxd
2013-07-29 08:50:50 +00:00
private bool isModel ; //mxd
2015-08-03 22:02:39 +00:00
private bool highlighted ; //mxd
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// Configuration
private float size ;
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private float height ; //mxd
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private PixelColor color ;
private bool fixedsize ;
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private bool directional ; //mxd. If true, we need to render an arrow
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
public MapSet Map { get { return map ; } }
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public int Type { get { return type ; } set { BeforePropsChange ( ) ; type = value ; } } //mxd
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public Vector3D Position { get { return pos ; } }
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
public float ScaleX { get { return scaleX ; } } //mxd. This is UDMF property, not actual scale!
public float ScaleY { get { return scaleY ; } } //mxd. This is UDMF property, not actual scale!
public int Pitch { get { return pitch ; } } //mxd
public float PitchRad { get { return pitchrad ; } }
public int Roll { get { return roll ; } } //mxd
public float RollRad { get { return rollrad ; } }
public SizeF ActorScale { get { return spritescale ; } } //mxd. Actor scale set in DECORATE
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public float Angle { get { return anglerad ; } }
public int AngleDoom { get { return angledoom ; } }
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internal Dictionary < string , bool > Flags { get { return flags ; } }
public int Action { get { return action ; } set { BeforePropsChange ( ) ; action = value ; } }
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public int [ ] Args { get { return args ; } }
public float Size { get { return size ; } }
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public float Height { get { return height ; } } //mxd
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public PixelColor Color { get { return color ; } }
public bool FixedSize { get { return fixedsize ; } }
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public int Tag { get { return tag ; } set { BeforePropsChange ( ) ; tag = value ; if ( ( tag < General . Map . FormatInterface . MinTag ) | | ( tag > General . Map . FormatInterface . MaxTag ) ) throw new ArgumentOutOfRangeException ( "Tag" , "Invalid tag number" ) ; } }
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public Sector Sector { get { return sector ; } }
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public bool IsModel { get { return isModel ; } } //mxd
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public bool IsDirectional { get { return directional ; } } //mxd
2015-08-03 22:02:39 +00:00
public bool Highlighted { get { return highlighted ; } set { highlighted = value ; } } //mxd
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2013-09-11 09:47:53 +00:00
#endregion
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#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
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internal Thing ( MapSet map , int listindex )
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{
// Initialize
this . map = map ;
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this . listindex = listindex ;
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this . flags = new Dictionary < string , bool > ( StringComparer . Ordinal ) ;
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this . args = new int [ NUM_ARGS ] ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
this . scaleX = 1.0f ;
this . scaleY = 1.0f ;
this . spritescale = new SizeF ( 1.0f , 1.0f ) ;
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if ( map = = General . Map . Map )
General . Map . UndoRedo . RecAddThing ( this ) ;
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// We have no destructor
GC . SuppressFinalize ( this ) ;
}
// Disposer
public override void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true ;
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if ( map = = General . Map . Map )
General . Map . UndoRedo . RecRemThing ( this ) ;
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// Remove from main list
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map . RemoveThing ( listindex ) ;
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// Clean up
map = null ;
sector = null ;
// Dispose base
base . Dispose ( ) ;
}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Management
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// Call this before changing properties
protected override void BeforePropsChange ( )
{
if ( map = = General . Map . Map )
General . Map . UndoRedo . RecPrpThing ( this ) ;
}
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// Serialize / deserialize
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new internal void ReadWrite ( IReadWriteStream s )
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{
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if ( ! s . IsWriting ) BeforePropsChange ( ) ;
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base . ReadWrite ( s ) ;
if ( s . IsWriting )
{
s . wInt ( flags . Count ) ;
foreach ( KeyValuePair < string , bool > f in flags )
{
s . wString ( f . Key ) ;
s . wBool ( f . Value ) ;
}
}
else
{
int c ; s . rInt ( out c ) ;
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flags = new Dictionary < string , bool > ( c , StringComparer . Ordinal ) ;
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for ( int i = 0 ; i < c ; i + + )
{
string t ; s . rString ( out t ) ;
bool b ; s . rBool ( out b ) ;
flags . Add ( t , b ) ;
}
}
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s . rwInt ( ref type ) ;
s . rwVector3D ( ref pos ) ;
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s . rwInt ( ref angledoom ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
s . rwInt ( ref pitch ) ; //mxd
s . rwInt ( ref roll ) ; //mxd
s . rwFloat ( ref scaleX ) ; //mxd
s . rwFloat ( ref scaleY ) ; //mxd
2009-04-19 18:07:22 +00:00
s . rwInt ( ref tag ) ;
s . rwInt ( ref action ) ;
for ( int i = 0 ; i < NUM_ARGS ; i + + ) s . rwInt ( ref args [ i ] ) ;
2013-07-29 08:50:50 +00:00
2014-12-03 23:15:26 +00:00
if ( ! s . IsWriting )
{
2010-10-05 08:31:27 +00:00
anglerad = Angle2D . DoomToReal ( angledoom ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
UpdateCache ( ) ; //mxd
2013-07-29 08:50:50 +00:00
}
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}
// This copies all properties to another thing
public void CopyPropertiesTo ( Thing t )
{
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t . BeforePropsChange ( ) ;
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// Copy properties
t . type = type ;
2010-10-05 08:31:27 +00:00
t . anglerad = anglerad ;
t . angledoom = angledoom ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
t . roll = roll ; //mxd
t . pitch = pitch ; //mxd
t . rollrad = rollrad ; //mxd
t . pitchrad = pitchrad ; //mxd
t . scaleX = scaleX ; //mxd
t . scaleY = scaleY ; //mxd
t . spritescale = spritescale ; //mxd
2009-04-19 18:07:22 +00:00
t . pos = pos ;
t . flags = new Dictionary < string , bool > ( flags ) ;
t . tag = tag ;
t . action = action ;
t . args = ( int [ ] ) args . Clone ( ) ;
t . size = size ;
2015-05-30 10:26:16 +00:00
t . height = height ; //mxd
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t . color = color ;
2013-11-27 12:45:28 +00:00
t . directional = directional ;
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t . fixedsize = fixedsize ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
t . isModel = isModel ; //mxd
2012-04-17 19:13:47 +00:00
2009-04-19 18:07:22 +00:00
base . CopyPropertiesTo ( t ) ;
}
// This determines which sector the thing is in and links it
public void DetermineSector ( )
{
2012-06-07 01:06:37 +00:00
//mxd
2013-09-11 09:47:53 +00:00
sector = map . GetSectorByCoordinates ( pos ) ;
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}
// This determines which sector the thing is in and links it
public void DetermineSector ( VisualBlockMap blockmap )
{
// Find nearest sectors using the blockmap
List < Sector > possiblesectors = blockmap . GetBlock ( blockmap . GetBlockCoordinates ( pos ) ) . Sectors ;
// Check in which sector we are
sector = null ;
foreach ( Sector s in possiblesectors )
{
if ( s . Intersect ( pos ) )
{
sector = s ;
break ;
}
}
}
// This translates the flags into UDMF fields
internal void TranslateToUDMF ( )
{
// First make a single integer with all flags
int bits = 0 ;
2014-02-21 14:42:12 +00:00
int flagbit ;
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foreach ( KeyValuePair < string , bool > f in flags )
if ( int . TryParse ( f . Key , out flagbit ) & & f . Value ) bits | = flagbit ;
// Now make the new flags
flags . Clear ( ) ;
foreach ( FlagTranslation f in General . Map . Config . ThingFlagsTranslation )
{
// Flag found in bits?
if ( ( bits & f . Flag ) = = f . Flag )
{
// Add fields and remove bits
bits & = ~ f . Flag ;
for ( int i = 0 ; i < f . Fields . Count ; i + + )
flags [ f . Fields [ i ] ] = f . FieldValues [ i ] ;
}
else
{
// Add fields with inverted value
for ( int i = 0 ; i < f . Fields . Count ; i + + )
flags [ f . Fields [ i ] ] = ! f . FieldValues [ i ] ;
}
}
}
// This translates UDMF fields back into the normal flags
internal void TranslateFromUDMF ( )
{
2014-09-16 20:26:42 +00:00
//mxd. Clear UDMF-related properties
this . Fields . Clear ( ) ;
scaleX = 1.0f ;
scaleY = 1.0f ;
pitch = 0 ;
pitchrad = 0 ;
roll = 0 ;
rollrad = 0 ;
2009-04-19 18:07:22 +00:00
// Make copy of the flags
Dictionary < string , bool > oldfields = new Dictionary < string , bool > ( flags ) ;
// Make the flags
flags . Clear ( ) ;
foreach ( KeyValuePair < string , string > f in General . Map . Config . ThingFlags )
{
// Flag must be numeric
2014-02-21 14:42:12 +00:00
int flagbit ;
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if ( int . TryParse ( f . Key , out flagbit ) )
{
foreach ( FlagTranslation ft in General . Map . Config . ThingFlagsTranslation )
{
if ( ft . Flag = = flagbit )
{
// Only set this flag when the fields match
bool fieldsmatch = true ;
for ( int i = 0 ; i < ft . Fields . Count ; i + + )
{
if ( ! oldfields . ContainsKey ( ft . Fields [ i ] ) | | ( oldfields [ ft . Fields [ i ] ] ! = ft . FieldValues [ i ] ) )
{
fieldsmatch = false ;
break ;
}
}
// Field match? Then add the flag.
if ( fieldsmatch )
{
flags . Add ( f . Key , true ) ;
break ;
}
}
}
}
}
}
// Selected
protected override void DoSelect ( )
{
base . DoSelect ( ) ;
selecteditem = map . SelectedThings . AddLast ( this ) ;
}
// Deselect
protected override void DoUnselect ( )
{
base . DoUnselect ( ) ;
if ( selecteditem . List ! = null ) selecteditem . List . Remove ( selecteditem ) ;
selecteditem = null ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Changes
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move ( Vector3D newpos )
{
2009-06-11 21:21:20 +00:00
BeforePropsChange ( ) ;
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// Change position
this . pos = newpos ;
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if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
2009-04-19 18:07:22 +00:00
}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move ( Vector2D newpos )
{
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BeforePropsChange ( ) ;
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// Change position
this . pos = new Vector3D ( newpos . x , newpos . y , pos . z ) ;
2010-09-09 15:12:31 +00:00
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
2009-04-19 18:07:22 +00:00
}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move ( float x , float y , float zoffset )
{
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BeforePropsChange ( ) ;
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// Change position
this . pos = new Vector3D ( x , y , zoffset ) ;
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if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
2009-04-19 18:07:22 +00:00
}
// This rotates the thing
public void Rotate ( float newangle )
{
2009-06-11 21:21:20 +00:00
BeforePropsChange ( ) ;
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// Change angle
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this . anglerad = newangle ;
this . angledoom = Angle2D . RealToDoom ( newangle ) ;
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
}
// This rotates the thing
public void Rotate ( int newangle )
{
BeforePropsChange ( ) ;
// Change angle
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
anglerad = Angle2D . DoomToReal ( newangle ) ;
angledoom = newangle ;
2010-09-09 15:12:31 +00:00
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
2009-04-19 18:07:22 +00:00
}
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
//mxd
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
public void SetPitch ( int newpitch )
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
{
BeforePropsChange ( ) ;
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
pitch = General . ClampAngle ( newpitch ) ;
2014-12-22 21:36:49 +00:00
pitchrad = ( ( isModel & & General . Map . Data . ModeldefEntries [ type ] . InheritActorPitch ) ? Angle2D . DegToRad ( pitch ) : 0 ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
}
//mxd
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
public void SetRoll ( int newroll )
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
{
BeforePropsChange ( ) ;
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
roll = General . ClampAngle ( newroll ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
rollrad = ( ( isModel & & General . Map . Data . ModeldefEntries [ type ] . InheritActorRoll ) ? Angle2D . DegToRad ( roll ) : 0 ) ;
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
}
//mxd
public void SetScale ( float scalex , float scaley )
{
BeforePropsChange ( ) ;
scaleX = scalex ;
scaleY = scaley ;
if ( type ! = General . Map . Config . Start3DModeThingType )
General . Map . IsChanged = true ;
}
2009-04-19 18:07:22 +00:00
// This updates all properties
// NOTE: This does not update sector! (call DetermineSector)
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
public void Update ( int type , float x , float y , float zoffset , int angle , int pitch , int roll , float scaleX , float scaleY ,
2009-04-19 18:07:22 +00:00
Dictionary < string , bool > flags , int tag , int action , int [ ] args )
{
// Apply changes
this . type = type ;
2010-10-05 08:31:27 +00:00
this . anglerad = Angle2D . DoomToReal ( angle ) ;
this . angledoom = angle ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
this . pitch = pitch ; //mxd
this . roll = roll ; //mxd
this . scaleX = ( scaleX = = 0 ? 1.0f : scaleX ) ; //mxd
this . scaleY = ( scaleY = = 0 ? 1.0f : scaleY ) ; //mxd
2009-04-19 18:07:22 +00:00
this . flags = new Dictionary < string , bool > ( flags ) ;
this . tag = tag ;
this . action = action ;
this . args = new int [ NUM_ARGS ] ;
args . CopyTo ( this . args , 0 ) ;
this . Move ( x , y , zoffset ) ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
UpdateCache ( ) ; //mxd
2009-04-19 18:07:22 +00:00
}
// This updates the settings from configuration
public void UpdateConfiguration ( )
{
// Lookup settings
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
ThingTypeInfo ti = General . Map . Data . GetThingInfo ( type ) ;
2010-10-05 08:31:27 +00:00
2009-04-19 18:07:22 +00:00
// Apply size
size = ti . Radius ;
2015-05-30 10:26:16 +00:00
height = ti . Height ; //mxd
2009-04-19 18:07:22 +00:00
fixedsize = ti . FixedSize ;
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
spritescale = ti . SpriteScale ; //mxd
2015-05-30 10:26:16 +00:00
//mxd. Apply radius and height overrides?
for ( int i = 0 ; i < ti . Args . Length ; i + + )
{
2015-05-31 21:11:21 +00:00
if ( ti . Args [ i ] = = null ) continue ;
2015-05-30 10:26:16 +00:00
if ( ti . Args [ i ] . Type = = ( int ) UniversalType . ThingRadius & & args [ i ] > 0 )
size = args [ i ] ;
else if ( ti . Args [ i ] . Type = = ( int ) UniversalType . ThingHeight & & args [ i ] > 0 )
height = args [ i ] ;
}
2009-04-19 18:07:22 +00:00
// Color valid?
if ( ( ti . Color > = 0 ) & & ( ti . Color < ColorCollection . NUM_THING_COLORS ) )
{
// Apply color
color = General . Colors . Colors [ ti . Color + ColorCollection . THING_COLORS_OFFSET ] ;
}
else
{
// Unknown thing color
color = General . Colors . Colors [ ColorCollection . THING_COLORS_OFFSET ] ;
}
2013-11-27 12:45:28 +00:00
directional = ti . Arrow ; //mxd
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
UpdateCache ( ) ; //mxd
}
//mxd. This checks if the thing has model override
internal void UpdateCache ( )
{
if ( General . Map . Data = = null )
{
isModel = false ;
return ;
}
isModel = General . Map . Data . ModeldefEntries . ContainsKey ( type ) ;
if ( isModel & & General . Map . Data . ModeldefEntries [ type ] . LoadState = = ModelLoadState . None )
isModel = General . Map . Data . ProcessModel ( type ) ;
2014-12-03 23:15:26 +00:00
if ( isModel )
{
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
rollrad = ( General . Map . Data . ModeldefEntries [ type ] . InheritActorRoll ? Angle2D . DegToRad ( roll ) : 0 ) ;
pitchrad = ( General . Map . Data . ModeldefEntries [ type ] . InheritActorPitch ? Angle2D . DegToRad ( pitch ) : 0 ) ;
2014-12-03 23:15:26 +00:00
}
else
{
Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info.
Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
Classic modes: display was not updated after loading a sprite.
Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
2014-04-30 10:01:22 +00:00
rollrad = 0 ;
pitchrad = 0 ;
}
2009-04-19 18:07:22 +00:00
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
2009-06-11 21:21:20 +00:00
// This checks and returns a flag without creating it
public bool IsFlagSet ( string flagname )
{
if ( flags . ContainsKey ( flagname ) )
return flags [ flagname ] ;
else
return false ;
}
// This sets a flag
public void SetFlag ( string flagname , bool value )
{
if ( ! flags . ContainsKey ( flagname ) | | ( IsFlagSet ( flagname ) ! = value ) )
{
BeforePropsChange ( ) ;
2009-04-19 18:07:22 +00:00
2009-06-11 21:21:20 +00:00
flags [ flagname ] = value ;
}
}
// This returns a copy of the flags dictionary
public Dictionary < string , bool > GetFlags ( )
{
return new Dictionary < string , bool > ( flags ) ;
}
// This clears all flags
public void ClearFlags ( )
{
BeforePropsChange ( ) ;
flags . Clear ( ) ;
}
2009-04-19 18:07:22 +00:00
// This snaps the vertex to the grid
public void SnapToGrid ( )
{
// Calculate nearest grid coordinates
2014-02-21 14:42:12 +00:00
this . Move ( General . Map . Grid . SnappedToGrid ( pos ) ) ;
2009-04-19 18:07:22 +00:00
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy ( )
2015-06-19 19:19:41 +00:00
{
SnapToAccuracy ( true ) ;
}
// This snaps the vertex to the map format accuracy
public void SnapToAccuracy ( bool usepreciseposition )
2009-04-19 18:07:22 +00:00
{
// Round the coordinates
2015-06-19 19:19:41 +00:00
Vector3D newpos = new Vector3D ( ( float ) Math . Round ( pos . x , ( usepreciseposition ? General . Map . FormatInterface . VertexDecimals : 0 ) ) ,
( float ) Math . Round ( pos . y , ( usepreciseposition ? General . Map . FormatInterface . VertexDecimals : 0 ) ) ,
( float ) Math . Round ( pos . z , ( usepreciseposition ? General . Map . FormatInterface . VertexDecimals : 0 ) ) ) ;
2009-04-19 18:07:22 +00:00
this . Move ( newpos ) ;
}
// This returns the distance from given coordinates
public float DistanceToSq ( Vector2D p )
{
return Vector2D . DistanceSq ( p , pos ) ;
}
// This returns the distance from given coordinates
public float DistanceTo ( Vector2D p )
{
return Vector2D . Distance ( p , pos ) ;
}
#endregion
}
}