2009-04-19 18:07:22 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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2014-10-20 12:16:51 +00:00
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using CodeImp.DoomBuilder.Config;
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2009-04-19 18:07:22 +00:00
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using CodeImp.DoomBuilder.Data;
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2015-05-27 12:38:03 +00:00
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using CodeImp.DoomBuilder.Geometry;
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2013-04-11 11:04:16 +00:00
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using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
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2015-05-27 12:38:03 +00:00
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using SlimDX.Direct3D9;
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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
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using Plane = CodeImp.DoomBuilder.Geometry.Plane;
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2012-04-17 19:13:47 +00:00
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2009-04-19 18:07:22 +00:00
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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2016-02-01 22:04:00 +00:00
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public abstract class VisualThing : IVisualPickable, ID3DResource, IDisposable
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2009-04-19 18:07:22 +00:00
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{
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#region ================== Constants
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2013-03-18 13:52:27 +00:00
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protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
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2016-09-07 15:15:07 +00:00
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private const float DYNLIGHT_INTENSITY_SCALER = 255.0f;
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private const float SUBLIGHT_INTENSITY_SCALER = 255.0f * 1.5f; // Scaler for subtractive dynamic lights
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2013-03-18 13:52:27 +00:00
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2009-04-19 18:07:22 +00:00
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#endregion
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#region ================== Variables
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// Thing
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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
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private readonly Thing thing;
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//mxd. Info
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protected ThingTypeInfo info;
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2009-04-19 18:07:22 +00:00
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2016-04-11 23:05:16 +00:00
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// Textures
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protected ImageData[] textures;
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2009-04-19 18:07:22 +00:00
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// Geometry
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2016-04-11 23:05:16 +00:00
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private WorldVertex[][] vertices;
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private VertexBuffer[] geobuffers;
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2015-10-02 14:47:34 +00:00
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private VertexBuffer cagebuffer; //mxd
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private int cagelength; //mxd
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2009-04-19 18:07:22 +00:00
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private bool updategeo;
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Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
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private bool updatecage; //mxd
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2016-04-11 23:05:16 +00:00
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private int[] triangles;
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private int spriteframe; //mxd
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2009-04-19 18:07:22 +00:00
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// Rendering
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2015-09-27 21:09:14 +00:00
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private RenderPass renderpass;
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2009-04-19 18:07:22 +00:00
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private Matrix position;
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2015-09-27 21:09:14 +00:00
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private int cameradistance;
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private Color4 cagecolor;
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2013-03-18 13:52:27 +00:00
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protected bool sizeless; //mxd. Used to render visual things with 0 width and height
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2015-10-02 14:47:34 +00:00
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protected float fogfactor; //mxd
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2009-05-01 20:31:17 +00:00
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// Selected?
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protected bool selected;
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2009-04-19 18:07:22 +00:00
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// Disposing
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2014-02-21 14:42:12 +00:00
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private bool isdisposed;
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2012-04-17 19:13:47 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd
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2015-10-02 14:47:34 +00:00
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protected float thingheight;
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2012-04-17 19:13:47 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd. light properties
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private DynamicLightType lightType;
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private DynamicLightRenderStyle lightRenderStyle;
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private Color4 lightColor;
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private float lightRadius; //current radius. used in light animation
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private float lightPrimaryRadius;
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private float lightSecondaryRadius;
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private Vector3 position_v3;
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private float lightDelta; //used in light animation
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2015-09-27 21:09:14 +00:00
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private Vector3D[] boundingBox;
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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
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2013-09-11 09:47:53 +00:00
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//gldefs light
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private Vector3 lightOffset;
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private int lightInterval;
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private bool isGldefsLight;
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2009-04-19 18:07:22 +00:00
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#endregion
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#region ================== Properties
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2016-04-11 23:05:16 +00:00
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internal VertexBuffer GeometryBuffer { get { return geobuffers[spriteframe]; } }
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2015-10-02 14:47:34 +00:00
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internal VertexBuffer CageBuffer { get { return cagebuffer; } } //mxd
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internal int CageLength { get { return cagelength; } } //mxd
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2009-04-19 18:07:22 +00:00
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internal bool NeedsUpdateGeo { get { return updategeo; } }
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2016-04-11 23:05:16 +00:00
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internal int Triangles { get { return triangles[spriteframe]; } }
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2009-04-19 18:07:22 +00:00
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internal Matrix Position { get { return position; } }
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2015-09-27 21:09:14 +00:00
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internal Color4 CageColor { get { return cagecolor; } }
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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
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public ThingTypeInfo Info { get { return info; } } //mxd
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2013-09-11 09:47:53 +00:00
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//mxd
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2016-04-11 23:05:16 +00:00
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internal int VertexColor { get { return vertices.Length > 0 && vertices[0].Length > 0 ? vertices[0][0].c : 0; } }
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2015-09-27 21:09:14 +00:00
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public int CameraDistance { get { return cameradistance; } }
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2015-10-02 14:47:34 +00:00
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public float FogFactor { get { return fogfactor; } }
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2015-09-27 21:09:14 +00:00
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public Vector3 Center
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{
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get
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{
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if(isGldefsLight) return position_v3 + lightOffset;
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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
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return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
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2013-09-11 09:47:53 +00:00
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}
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}
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2013-08-08 11:04:13 +00:00
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public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } }
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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
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public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
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2013-09-11 09:47:53 +00:00
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public Vector3 PositionV3 { get { return position_v3; } }
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2015-09-27 21:09:14 +00:00
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public Vector3D[] BoundingBox { get { return boundingBox; } }
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Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures.
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd. light properties
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public DynamicLightType LightType { get { return lightType; } }
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public float LightRadius { get { return lightRadius; } }
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public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle; } }
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public Color4 LightColor { get { return lightColor; } }
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2009-04-19 18:07:22 +00:00
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/// <summary>
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/// Returns the Thing that this VisualThing is created for.
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/// </summary>
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public Thing Thing { get { return thing; } }
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/// <summary>
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2015-09-27 21:09:14 +00:00
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/// Render pass in which this geometry must be rendered. Default is Mask.
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2009-04-19 18:07:22 +00:00
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/// </summary>
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2015-09-27 21:09:14 +00:00
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public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
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2009-04-19 18:07:22 +00:00
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/// <summary>
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/// Image to use as texture on the geometry.
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/// </summary>
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2016-04-11 23:05:16 +00:00
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public ImageData Texture { get { return textures[spriteframe]; } }
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2009-04-19 18:07:22 +00:00
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/// <summary>
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/// Disposed or not?
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/// </summary>
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public bool IsDisposed { get { return isdisposed; } }
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2009-05-01 20:31:17 +00:00
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/// <summary>
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/// Selected or not? This is only used by the core to determine what color to draw it with.
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/// </summary>
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public bool Selected { get { return selected; } set { selected = value; } }
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2009-04-19 18:07:22 +00:00
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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2015-05-27 12:38:03 +00:00
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protected VisualThing(Thing t)
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2009-04-19 18:07:22 +00:00
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{
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// Initialize
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this.thing = t;
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2015-09-27 21:09:14 +00:00
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this.renderpass = RenderPass.Mask;
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2009-04-19 18:07:22 +00:00
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this.position = Matrix.Identity;
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2012-04-17 19:13:47 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd
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lightType = DynamicLightType.NONE;
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lightRenderStyle = DynamicLightRenderStyle.NONE;
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lightPrimaryRadius = -1;
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lightSecondaryRadius = -1;
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lightInterval = -1;
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lightColor = new Color4();
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2015-09-27 21:09:14 +00:00
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boundingBox = new Vector3D[9];
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2009-04-19 18:07:22 +00:00
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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2016-04-11 23:05:16 +00:00
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if(geobuffers != null) //mxd
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{
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foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
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geobuffers = null;
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}
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2015-10-02 14:47:34 +00:00
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if(cagebuffer != null) cagebuffer.Dispose(); //mxd
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cagebuffer = null; //mxd
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2009-04-19 18:07:22 +00:00
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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2012-04-17 19:13:47 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd
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2015-09-27 21:09:14 +00:00
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internal void CalculateCameraDistance(Vector3D campos)
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2014-12-03 23:15:26 +00:00
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{
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2015-09-27 21:09:14 +00:00
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cameradistance = (int)((CenterV3D - campos).GetLengthSq());
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2013-09-11 09:47:53 +00:00
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}
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2009-04-19 18:07:22 +00:00
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2015-09-27 21:09:14 +00:00
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// This is called before a device is reset (when resized or display adapter was changed)
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2009-04-19 18:07:22 +00:00
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public void UnloadResource()
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{
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
// Trash geometry buffers
|
2016-04-11 23:05:16 +00:00
|
|
|
if(geobuffers != null) //mxd
|
|
|
|
{
|
|
|
|
foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
|
|
|
|
geobuffers = null;
|
|
|
|
}
|
|
|
|
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
if(cagebuffer != null) cagebuffer.Dispose(); //mxd
|
|
|
|
cagebuffer = null; //mxd
|
2009-04-19 18:07:22 +00:00
|
|
|
updategeo = true;
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
updatecage = true; //mxd
|
2009-04-19 18:07:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// This is called resets when the device is reset
|
|
|
|
// (when resized or display adapter was changed)
|
|
|
|
public void ReloadResource()
|
|
|
|
{
|
|
|
|
// Make new geometry
|
|
|
|
//Update();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
2015-10-09 21:57:32 +00:00
|
|
|
/// Sets the color of the cage around the thing geometry and rebuilds the thing cage.
|
2009-04-19 18:07:22 +00:00
|
|
|
/// </summary>
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
protected void SetCageColor(PixelColor color)
|
2009-04-19 18:07:22 +00:00
|
|
|
{
|
2015-09-27 21:09:14 +00:00
|
|
|
cagecolor = color.ToColorValue();
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
updatecage = true;
|
2009-04-19 18:07:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// This sets the position to use for the thing geometry.
|
|
|
|
/// </summary>
|
|
|
|
public void SetPosition(Vector3D pos)
|
|
|
|
{
|
2014-12-10 22:50:16 +00:00
|
|
|
position_v3 = D3DDevice.V3(pos); //mxd
|
2013-09-11 09:47:53 +00:00
|
|
|
position = Matrix.Translation(position_v3);
|
Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
|
|
|
updategeo = true;
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
updatecage = true; //mxd
|
2013-09-11 09:47:53 +00:00
|
|
|
|
2015-06-22 19:52:23 +00:00
|
|
|
//mxd. update bounding box?
|
|
|
|
if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
|
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
|
|
}
|
2009-04-19 18:07:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// This sets the vertices for the thing sprite
|
2016-07-13 21:53:48 +00:00
|
|
|
protected void SetVertices(WorldVertex[][] verts, Vector2D[] offsets/*, Plane floor, Plane ceiling*/)
|
2009-04-19 18:07:22 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
// Copy vertices
|
2016-04-11 23:05:16 +00:00
|
|
|
vertices = new WorldVertex[verts.Length][];
|
|
|
|
triangles = new int[verts.Length];
|
|
|
|
|
|
|
|
//mxd
|
|
|
|
for(int i = 0; i < verts.Length; i++)
|
|
|
|
{
|
|
|
|
vertices[i] = new WorldVertex[verts[i].Length];
|
|
|
|
verts[i].CopyTo(vertices[i], 0);
|
|
|
|
triangles[i] = vertices[i].Length / 3;
|
|
|
|
}
|
|
|
|
|
2009-04-19 18:07:22 +00:00
|
|
|
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
|
|
|
|
2016-07-04 18:25:47 +00:00
|
|
|
//mxd. Do some special GZDoom rendering shenanigans...
|
2016-04-11 23:05:16 +00:00
|
|
|
for(int c = 0; c < vertices.Length; c++)
|
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
|
|
|
{
|
2016-04-11 23:05:16 +00:00
|
|
|
if(triangles[c] < 2) continue;
|
2016-07-13 21:53:48 +00:00
|
|
|
|
2016-07-04 18:25:47 +00:00
|
|
|
Matrix transform, rotation;
|
2016-07-13 21:53:48 +00:00
|
|
|
float centerx, centerz;
|
|
|
|
|
|
|
|
// ROLLCENTER flag support
|
|
|
|
if(info.RollSprite && info.RollCenter && thing.Roll != 0)
|
|
|
|
{
|
|
|
|
// Rotate around sprite center
|
|
|
|
centerx = offsets[c].x;
|
|
|
|
centerz = vertices[c][1].z * 0.5f - offsets[c].y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Sprite center is already where it needs to be
|
|
|
|
centerx = 0f;
|
|
|
|
centerz = 0f;
|
|
|
|
}
|
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
|
|
|
|
2016-07-04 18:25:47 +00:00
|
|
|
switch(thing.RenderMode)
|
2016-04-11 23:05:16 +00:00
|
|
|
{
|
2016-07-04 18:25:47 +00:00
|
|
|
// Don't do anything
|
|
|
|
case ThingRenderMode.MODEL: break;
|
2016-07-11 22:13:43 +00:00
|
|
|
case ThingRenderMode.VOXEL: break;
|
2016-07-04 18:25:47 +00:00
|
|
|
|
|
|
|
// Actor becomes a flat sprite which can be tilted with the use of the Pitch actor property.
|
|
|
|
case ThingRenderMode.FLATSPRITE:
|
2016-10-04 21:02:43 +00:00
|
|
|
transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
|
2016-07-13 21:53:48 +00:00
|
|
|
|
2016-10-04 21:02:43 +00:00
|
|
|
// Apply roll?
|
|
|
|
if(thing.Roll != 0)
|
2016-07-13 21:53:48 +00:00
|
|
|
{
|
|
|
|
if(info.RollCenter)
|
|
|
|
{
|
|
|
|
rotation = Matrix.RotationY(-thing.RollRad);
|
2016-10-04 09:53:38 +00:00
|
|
|
transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
|
2016-07-13 21:53:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Sprite center is already where it needs to be
|
2016-10-04 09:53:38 +00:00
|
|
|
transform *= Matrix.RotationY(-thing.RollRad);
|
2016-07-13 21:53:48 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-04 09:53:38 +00:00
|
|
|
// Apply pitch
|
|
|
|
transform *= Matrix.RotationX(thing.PitchRad + Angle2D.PIHALF);
|
2016-07-13 21:53:48 +00:00
|
|
|
|
2016-10-04 09:53:38 +00:00
|
|
|
// Apply angle
|
2016-07-13 21:53:48 +00:00
|
|
|
transform *= Matrix.RotationZ(thing.Angle);
|
|
|
|
|
|
|
|
// Apply transform
|
2016-10-04 09:53:38 +00:00
|
|
|
float zoffset = ((thing.Pitch == 0f && thing.Position.z == 0f) ? 0.1f : 0f); // Slight offset to avoid z-fighting...
|
2016-04-11 23:05:16 +00:00
|
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
|
|
{
|
2016-07-04 18:25:47 +00:00
|
|
|
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
|
|
|
vertices[c][i].x = transformed.X;
|
|
|
|
vertices[c][i].y = transformed.Y;
|
2016-10-04 09:53:38 +00:00
|
|
|
vertices[c][i].z = transformed.Z + zoffset;
|
2016-07-04 18:25:47 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
// Similar to FLATSPRITE but is not affected by pitch.
|
|
|
|
case ThingRenderMode.WALLSPRITE:
|
2016-10-04 09:53:38 +00:00
|
|
|
transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
|
|
|
|
|
2016-10-04 21:02:43 +00:00
|
|
|
// Apply roll?
|
|
|
|
if(thing.Roll != 0)
|
2016-07-13 21:53:48 +00:00
|
|
|
{
|
|
|
|
rotation = Matrix.RotationY(-thing.RollRad) * Matrix.RotationZ(thing.Angle);
|
|
|
|
if(info.RollCenter)
|
2016-10-04 09:53:38 +00:00
|
|
|
transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
|
2016-07-13 21:53:48 +00:00
|
|
|
else
|
2016-10-04 09:53:38 +00:00
|
|
|
transform *= rotation; // Sprite center is already where it needs to be
|
2016-07-13 21:53:48 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-10-04 09:53:38 +00:00
|
|
|
transform *= Matrix.RotationZ(thing.Angle);
|
2016-07-13 21:53:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Apply transform
|
2016-07-04 18:25:47 +00:00
|
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
|
|
{
|
|
|
|
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
2016-04-11 23:05:16 +00:00
|
|
|
vertices[c][i].x = transformed.X;
|
|
|
|
vertices[c][i].y = transformed.Y;
|
|
|
|
vertices[c][i].z = transformed.Z;
|
|
|
|
}
|
|
|
|
break;
|
2015-08-31 22:06:44 +00:00
|
|
|
|
2016-07-13 21:53:48 +00:00
|
|
|
#region Some old GLOOME FLOOR_SPRITE/CEILING_SPRITE support code
|
2016-07-04 18:25:47 +00:00
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/*case Thing.SpriteRenderMode.FLOOR_SPRITE:
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2016-04-11 23:05:16 +00:00
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Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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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
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2016-04-11 23:05:16 +00:00
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m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz);
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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
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2016-04-11 23:05:16 +00:00
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for(int i = 0; i < vertices[c].Length; i++)
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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
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{
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2016-04-11 23:05:16 +00:00
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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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
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{
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2016-04-11 23:05:16 +00:00
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Thing.Position.z + Thing.Height;
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voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices[c].Length; i++)
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vertices[c][i].z = floor.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
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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
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}
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}
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2016-04-11 23:05:16 +00:00
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break;
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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
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2016-04-11 23:05:16 +00:00
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case Thing.SpriteRenderMode.CEILING_SPRITE:
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Matrix ceilrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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2015-08-31 22:06:44 +00:00
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2016-04-11 23:05:16 +00:00
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m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz);
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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
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2016-04-11 23:05:16 +00:00
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for(int i = 0; i < vertices[c].Length; i++)
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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
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{
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2016-04-11 23:05:16 +00:00
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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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
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{
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2016-04-11 23:05:16 +00:00
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height;
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voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices[c].Length; i++)
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vertices[c][i].z = ceiling.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
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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
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}
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}
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2016-07-04 18:25:47 +00:00
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break;*/
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2016-07-13 21:53:48 +00:00
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#endregion
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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
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2016-07-11 22:13:43 +00:00
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case ThingRenderMode.NORMAL:
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2016-10-04 09:53:38 +00:00
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transform = Matrix.Scaling(thing.ScaleX, thing.ScaleX, thing.ScaleY);
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2016-10-04 21:02:43 +00:00
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// Apply roll?
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2016-07-13 21:53:48 +00:00
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if(info.RollSprite && thing.Roll != 0)
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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
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{
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2016-07-13 21:53:48 +00:00
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rotation = Matrix.RotationY(-thing.RollRad);
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if(info.RollCenter)
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2016-10-04 09:53:38 +00:00
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transform *= Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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2016-07-13 21:53:48 +00:00
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else
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2016-10-04 09:53:38 +00:00
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transform *= rotation; // Sprite center is already where it needs to be
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}
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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vertices[c][i].x = transformed.X;
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vertices[c][i].y = transformed.Y;
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vertices[c][i].z = transformed.Z;
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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
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}
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2016-04-11 23:05:16 +00:00
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break;
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2016-07-11 22:13:43 +00:00
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default: throw new NotImplementedException("Unknown ThingRenderMode");
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2016-04-11 23:05:16 +00:00
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}
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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
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}
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2009-04-19 18:07:22 +00:00
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}
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// This updates the visual thing
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public virtual void Update()
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{
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2013-09-11 09:47:53 +00:00
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// Do we need to update the geometry buffer?
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2015-10-02 14:47:34 +00:00
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if(updategeo)
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2009-04-19 18:07:22 +00:00
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{
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2016-04-11 23:05:16 +00:00
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//mxd. Trash geometry buffers
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if(geobuffers != null)
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foreach(VertexBuffer geobuffer in geobuffers) geobuffer.Dispose();
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2013-09-11 09:47:53 +00:00
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// Any vertics?
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2015-10-02 14:47:34 +00:00
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if(vertices.Length > 0)
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2014-12-03 23:15:26 +00:00
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{
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2016-04-11 23:05:16 +00:00
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geobuffers = new VertexBuffer[vertices.Length];
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for(int i = 0; i < vertices.Length; i++)
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{
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// Make a new buffer
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geobuffers[i] = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices[i].Length,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Fill the buffer
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DataStream bufferstream = geobuffers[i].Lock(0, WorldVertex.Stride * vertices[i].Length, LockFlags.Discard);
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bufferstream.WriteRange(vertices[i]);
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geobuffers[i].Unlock();
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bufferstream.Dispose();
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}
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2013-09-11 09:47:53 +00:00
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}
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2015-10-02 14:47:34 +00:00
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2013-09-11 09:47:53 +00:00
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//mxd. Check if thing is light
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2014-12-03 23:15:26 +00:00
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CheckLightState();
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2009-04-19 18:07:22 +00:00
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// Done
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updategeo = false;
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}
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Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
|
|
|
|
//mxd. Need to update thing cage?
|
|
|
|
if(updatecage)
|
|
|
|
{
|
|
|
|
// Trash cage buffer
|
|
|
|
if(cagebuffer != null) cagebuffer.Dispose();
|
|
|
|
cagebuffer = null;
|
|
|
|
|
|
|
|
// Make a new cage
|
|
|
|
List<WorldVertex> cageverts;
|
|
|
|
if(sizeless)
|
|
|
|
{
|
2015-10-28 12:08:36 +00:00
|
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
|
|
WorldVertex v1 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
|
|
WorldVertex v3 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
|
|
WorldVertex v4 = new WorldVertex(position_v3.X, position_v3.Y, thing.Size + position_v3.Z);
|
|
|
|
WorldVertex v5 = new WorldVertex(position_v3.X, position_v3.Y, -thing.Size + position_v3.Z);
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1, v2, v3, v4, v5 });
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2015-10-28 12:08:36 +00:00
|
|
|
float top = position_v3.Z + thing.Height;
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
float bottom = position_v3.Z;
|
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
|
|
|
WorldVertex v1 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
|
|
WorldVertex v3 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
WorldVertex v4 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
|
|
|
WorldVertex v5 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
|
|
WorldVertex v6 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
|
|
WorldVertex v7 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1,
|
|
|
|
v1, v2,
|
|
|
|
v2, v3,
|
|
|
|
v3, v0,
|
|
|
|
v4, v5,
|
|
|
|
v5, v6,
|
|
|
|
v6, v7,
|
|
|
|
v7, v4,
|
|
|
|
v0, v4,
|
|
|
|
v1, v5,
|
|
|
|
v2, v6,
|
|
|
|
v3, v7 });
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make new arrow
|
|
|
|
if(Thing.IsDirectional)
|
|
|
|
{
|
2015-10-28 12:08:36 +00:00
|
|
|
Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
|
2016-07-13 21:53:48 +00:00
|
|
|
* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(-Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
|
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations.
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors.
Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string.
Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE.
Fixed a crash when pasting linedef/thing properties in Hexen map format.
Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen.
Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler.
Fixed, New Map Options window: default map name was not updated when switching game configurations.
Fixed: copied map element properties were not reset after switching to another map.
Fixed: stored textures for "Make Door" action were not reset after switching to another map.
Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration.
Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list.
Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
|
|
|
* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
|
|
|
|
|
|
|
|
WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
|
|
|
|
WorldVertex a1 = new WorldVertex(Vector3D.Transform(0.0f, -1.5f, 0.0f, transform)); //end
|
|
|
|
WorldVertex a2 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, 0.2f, transform));
|
|
|
|
WorldVertex a3 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, 0.2f, transform));
|
|
|
|
WorldVertex a4 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, -0.2f, transform));
|
|
|
|
WorldVertex a5 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, -0.2f, transform));
|
|
|
|
|
|
|
|
cageverts.AddRange(new[] { a0, a1,
|
|
|
|
a1, a2,
|
|
|
|
a1, a3,
|
|
|
|
a1, a4,
|
|
|
|
a1, a5 });
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create buffer
|
|
|
|
WorldVertex[] cv = cageverts.ToArray();
|
|
|
|
cagelength = cv.Length / 2;
|
|
|
|
cagebuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cv.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
|
|
cagebuffer.Lock(0, WorldVertex.Stride * cv.Length, LockFlags.None).WriteRange(cv);
|
|
|
|
cagebuffer.Unlock();
|
|
|
|
|
|
|
|
// Done
|
|
|
|
updatecage = false;
|
|
|
|
}
|
2009-04-19 18:07:22 +00:00
|
|
|
}
|
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()
|
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
//mxd. Check if thing is light
|
|
|
|
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
|
2015-10-28 12:08:36 +00:00
|
|
|
if(light_id != -1)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
isGldefsLight = false;
|
|
|
|
lightInterval = -1;
|
2014-12-03 23:15:26 +00:00
|
|
|
UpdateLight(light_id);
|
|
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
|
|
}
|
|
|
|
//check if we have light from GLDEFS
|
2015-10-28 12:08:36 +00:00
|
|
|
else if(General.Map.Data.GldefsEntries.ContainsKey(thing.Type))
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
isGldefsLight = true;
|
2014-12-03 23:15:26 +00:00
|
|
|
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);
|
2014-12-03 23:15:26 +00:00
|
|
|
|
2013-09-11 09:47:53 +00:00
|
|
|
lightType = DynamicLightType.NONE;
|
|
|
|
lightRadius = -1;
|
|
|
|
lightPrimaryRadius = -1;
|
|
|
|
lightSecondaryRadius = -1;
|
|
|
|
lightRenderStyle = DynamicLightRenderStyle.NONE;
|
|
|
|
lightInterval = -1;
|
|
|
|
isGldefsLight = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-09-27 21:09:14 +00:00
|
|
|
//mxd. Used in ColorPicker to update light
|
2014-12-03 23:15:26 +00:00
|
|
|
public void UpdateLight()
|
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
|
2015-10-28 12:08:36 +00:00
|
|
|
if(light_id != -1)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
|
|
|
UpdateLight(light_id);
|
|
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-09-27 21:09:14 +00:00
|
|
|
//mxd. Update light info
|
2014-12-03 23:15:26 +00:00
|
|
|
private void UpdateLight(int lightId)
|
|
|
|
{
|
2015-10-28 12:08:36 +00:00
|
|
|
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
int n;
|
2015-10-28 12:08:36 +00:00
|
|
|
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0])
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
n = 0;
|
|
|
|
lightRenderStyle = DynamicLightRenderStyle.NORMAL;
|
|
|
|
//lightColor.Alpha used in shader to perform some calculations based on light type
|
2016-09-07 15:15:07 +00:00
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f,
|
|
|
|
thing.Args[0] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER);
|
2014-12-03 23:15:26 +00:00
|
|
|
}
|
2015-10-28 12:08:36 +00:00
|
|
|
else if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1])
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
n = 10;
|
|
|
|
lightRenderStyle = DynamicLightRenderStyle.ADDITIVE;
|
2016-09-07 15:15:07 +00:00
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f,
|
|
|
|
thing.Args[0] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER);
|
2014-12-03 23:15:26 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
n = 20;
|
|
|
|
lightRenderStyle = DynamicLightRenderStyle.NEGATIVE;
|
2016-09-07 15:15:07 +00:00
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f,
|
|
|
|
thing.Args[0] / SUBLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[1] / SUBLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[2] / SUBLIGHT_INTENSITY_SCALER);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
lightType = (DynamicLightType)(thing.Type - 9800 - n);
|
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
int scaler = 1;
|
2015-10-28 12:08:36 +00:00
|
|
|
if(thing.Sector != null) scaler = thing.Sector.Brightness / 4;
|
2016-09-07 15:15:07 +00:00
|
|
|
lightPrimaryRadius = (thing.Args[3] * scaler);
|
2014-12-03 23:15:26 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-07 15:15:07 +00:00
|
|
|
lightPrimaryRadius = (thing.Args[3] * 2); //works... that.. way in GZDoom
|
|
|
|
if(lightType > 0) lightSecondaryRadius = (thing.Args[4] * 2);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
2015-09-27 21:09:14 +00:00
|
|
|
}
|
|
|
|
else //it's one of vavoom lights
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
lightRenderStyle = DynamicLightRenderStyle.VAVOOM;
|
2013-07-29 08:50:50 +00:00
|
|
|
lightType = (DynamicLightType)thing.Type;
|
2015-10-28 12:08:36 +00:00
|
|
|
if(lightType == DynamicLightType.VAVOOM_COLORED)
|
2016-09-07 15:15:07 +00:00
|
|
|
{
|
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f,
|
|
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER,
|
|
|
|
thing.Args[3] / DYNLIGHT_INTENSITY_SCALER);
|
|
|
|
}
|
2013-09-11 09:47:53 +00:00
|
|
|
else
|
2016-09-07 15:15:07 +00:00
|
|
|
{
|
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, 0.5f, 0.5f, 0.5f);
|
|
|
|
}
|
|
|
|
|
|
|
|
lightPrimaryRadius = (thing.Args[0] * 8);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
2015-09-27 21:09:14 +00:00
|
|
|
|
2013-09-11 09:47:53 +00:00
|
|
|
UpdateLightRadius();
|
|
|
|
}
|
|
|
|
|
|
|
|
//mxd
|
2014-12-03 23:15:26 +00:00
|
|
|
private void UpdateGldefsLight()
|
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
|
|
|
|
|
|
|
|
//apply settings
|
|
|
|
lightRenderStyle = light.Subtractive ? DynamicLightRenderStyle.NEGATIVE : DynamicLightRenderStyle.NORMAL;
|
2016-09-07 15:15:07 +00:00
|
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, light.Color.Red, light.Color.Green, light.Color.Blue);
|
2015-08-28 19:22:28 +00:00
|
|
|
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
|
|
|
|
lightOffset = new Vector3(o.x, o.y, light.Offset.Z);
|
2013-09-11 09:47:53 +00:00
|
|
|
lightType = light.Type;
|
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2015-08-28 19:22:28 +00:00
|
|
|
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5.0f;
|
2014-12-03 23:15:26 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-07 15:15:07 +00:00
|
|
|
lightPrimaryRadius = light.PrimaryRadius;
|
|
|
|
lightSecondaryRadius = light.SecondaryRadius;
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
lightInterval = light.Interval;
|
2014-12-03 23:15:26 +00:00
|
|
|
UpdateLightRadius(lightInterval);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//mxd
|
2014-12-03 23:15:26 +00:00
|
|
|
public void UpdateLightRadius()
|
|
|
|
{
|
|
|
|
UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//mxd
|
2014-12-03 23:15:26 +00:00
|
|
|
private void UpdateLightRadius(int interval)
|
|
|
|
{
|
2016-11-26 00:02:56 +00:00
|
|
|
if(lightType == DynamicLightType.NONE) return;
|
2013-09-11 09:47:53 +00:00
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
if(General.Settings.GZDrawLightsMode == LightRenderMode.ALL || Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, lightType) == -1)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2013-09-11 09:47:53 +00:00
|
|
|
lightRadius = lightPrimaryRadius;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2014-12-03 23:15:26 +00:00
|
|
|
if(interval == 0)
|
|
|
|
{
|
2014-03-11 09:44:39 +00:00
|
|
|
lightRadius = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2013-09-11 09:47:53 +00:00
|
|
|
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
|
|
|
|
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
|
|
|
|
float diff = rMax - rMin;
|
|
|
|
|
2015-10-28 12:08:36 +00:00
|
|
|
switch(lightType)
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2014-03-10 14:35:38 +00:00
|
|
|
case DynamicLightType.PULSE:
|
2016-08-29 10:06:16 +00:00
|
|
|
lightDelta = ((float)Math.Sin(Clock.CurrentTime / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
|
2014-03-10 14:35:38 +00:00
|
|
|
lightRadius = rMin + diff * lightDelta;
|
|
|
|
break;
|
|
|
|
|
2016-08-29 10:06:16 +00:00
|
|
|
case DynamicLightType.FLICKER:
|
|
|
|
float fdelta = (float)Math.Sin(Clock.CurrentTime / 0.1f); //just playing by the eye here...
|
2015-10-28 12:08:36 +00:00
|
|
|
if(Math.Sign(fdelta) != Math.Sign(lightDelta))
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2014-03-10 14:35:38 +00:00
|
|
|
lightDelta = fdelta;
|
|
|
|
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DynamicLightType.RANDOM:
|
2016-08-29 10:06:16 +00:00
|
|
|
float rdelta = (float)Math.Sin(Clock.CurrentTime / (interval * 9.0f)); //just playing by the eye here...
|
2015-10-28 12:08:36 +00:00
|
|
|
if(Math.Sign(rdelta) != Math.Sign(lightDelta))
|
2014-12-03 23:15:26 +00:00
|
|
|
{
|
2014-03-10 14:35:38 +00:00
|
|
|
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
|
|
|
|
}
|
|
|
|
lightDelta = rdelta;
|
|
|
|
break;
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//mxd. update bounding box
|
2014-12-03 23:15:26 +00:00
|
|
|
public void UpdateBoundingBox()
|
|
|
|
{
|
2015-06-22 19:52:23 +00:00
|
|
|
if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
|
2014-12-03 23:15:26 +00:00
|
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
|
|
|
|
2014-12-03 23:15:26 +00:00
|
|
|
private void UpdateBoundingBox(float width, float height)
|
|
|
|
{
|
2015-09-27 21:09:14 +00:00
|
|
|
boundingBox = new Vector3D[9];
|
|
|
|
boundingBox[0] = CenterV3D;
|
2013-09-11 09:47:53 +00:00
|
|
|
float h2 = height / 2.0f;
|
|
|
|
|
2015-09-27 21:09:14 +00:00
|
|
|
boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
|
|
|
|
boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
|
|
|
|
boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
|
|
|
|
boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
|
2013-09-11 09:47:53 +00:00
|
|
|
|
2015-09-27 21:09:14 +00:00
|
|
|
boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
|
|
|
|
boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
|
|
|
|
boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
|
|
|
|
boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
|
2013-09-11 09:47:53 +00:00
|
|
|
}
|
2016-04-11 23:05:16 +00:00
|
|
|
|
|
|
|
//mxd. This updates the sprite frame to be rendered
|
|
|
|
internal void UpdateSpriteFrame()
|
|
|
|
{
|
|
|
|
if(textures.Length != 8)
|
|
|
|
spriteframe = 0;
|
|
|
|
else
|
|
|
|
spriteframe = (General.ClampAngle((int)Angle2D.RadToDeg((General.Map.VisualCamera.Position - thing.Position).GetAngleXY()) - thing.AngleDoom + 292)) / 45; // Convert to [0..7] range; 292 == 270 + 45/2
|
|
|
|
}
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|