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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2007 Pascal vd Heiden
/ *
* Copyright ( c ) 2007 Pascal vd Heiden , www . codeimp . com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* /
#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections.Generic ;
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using System.Globalization ;
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using System.Windows.Forms ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.VisualModes ;
using CodeImp.DoomBuilder.Config ;
using CodeImp.DoomBuilder.Data ;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualThing : VisualThing , IVisualEventReceiver
{
#region = = = = = = = = = = = = = = = = = = Constants
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
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private readonly BaseVisualMode mode ;
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private bool isloaded ;
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private bool nointeraction ; //mxd
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private ImageData sprite ;
private float cageradius2 ;
private Vector2D pos2d ;
private Vector3D boxp1 ;
private Vector3D boxp2 ;
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private static List < BaseVisualThing > updateList ; //mxd
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// Undo/redo
private int undoticket ;
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// If this is set to true, the thing will be rebuilt after the action is performed.
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
private bool changed ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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public bool Changed { get { return changed ; } set { changed | = value ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Setup
// Constructor
public BaseVisualThing ( BaseVisualMode mode , Thing t ) : base ( t )
{
this . mode = mode ;
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// Find thing information
info = General . Map . Data . GetThingInfo ( Thing . Type ) ;
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//mxd. When true, the thing can be moved below floor/above ceiling
nointeraction = ( info . Actor ! = null & & info . Actor . GetFlagValue ( "nointeraction" , false ) ) ;
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// Find sprite texture
if ( info . Sprite . Length > 0 )
{
sprite = General . Map . Data . GetSpriteImage ( info . Sprite ) ;
if ( sprite ! = null ) sprite . AddReference ( ) ;
}
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//mxd
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if ( mode . UseSelectionFromClassicMode & & t . Selected )
{
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this . selected = true ;
mode . AddSelectedObject ( this ) ;
}
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// We have no destructor
GC . SuppressFinalize ( this ) ;
}
// This builds the thing geometry. Returns false when nothing was created.
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public bool Setup ( )
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{
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int sectorcolor = new PixelColor ( 255 , 255 , 255 , 255 ) . ToInt ( ) ;
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
fogdistance = VisualSector . MAXIMUM_FOG_DISTANCE ; //mxd
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//mxd. Check thing size
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float thingradius = Thing . Size ; // Thing.Size has ThingRadius arg override applied
float thingheight = Thing . Height ; // Thing.Height has ThingHeight arg override applied
if ( thingradius < 0.1f | | thingheight < 0.1f )
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{
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thingradius = FIXED_RADIUS ;
thingheight = FIXED_RADIUS ;
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sizeless = true ;
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}
else
{
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sizeless = false ;
}
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// Find the sector in which the thing resides
Thing . DetermineSector ( mode . BlockMap ) ;
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if ( sprite ! = null )
{
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
Plane floor = new Plane ( ) ; //mxd
Plane ceiling = new Plane ( ) ; //mxd
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if ( Thing . Sector ! = null )
{
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SectorData sd = mode . GetSectorData ( Thing . Sector ) ;
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
floor = sd . Floor . plane ; //mxd
ceiling = sd . Ceiling . plane ; //mxd
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
SectorLevel level = sd . GetLevelAboveOrAt ( new Vector3D ( Thing . Position . x , Thing . Position . y , Thing . Position . z + sd . Floor . plane . GetZ ( Thing . Position ) ) ) ;
//mxd. Let's use point on floor plane instead of Thing.Sector.FloorHeight;
if ( nointeraction & & level = = null & & sd . LightLevels . Count > 0 ) level = sd . LightLevels [ sd . LightLevels . Count - 1 ] ;
//mxd. Use the light level of the highest surface when a thing is above highest sector level.
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if ( level ! = null )
{
// Use sector brightness for color shading
PixelColor areabrightness = PixelColor . FromInt ( mode . CalculateBrightness ( level . brightnessbelow ) ) ;
PixelColor areacolor = PixelColor . Modulate ( level . colorbelow , areabrightness ) ;
2014-01-03 10:33:45 +00:00
sectorcolor = areacolor . WithAlpha ( 255 ) . ToInt ( ) ;
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
//mxd. Calculate fogdistance
int brightness = Math . Max ( ( byte ) 30 , areabrightness . r ) ; // R, G and B of areabrightness are the same
if ( Thing . Sector . HasFogColor )
{
if ( Thing . Sector . UsesOutsideFog & & General . Map . Data . MapInfo . OutsideFogDensity > 0 )
fogdistance = General . Map . Data . MapInfo . OutsideFogDensity ;
else if ( ! Thing . Sector . UsesOutsideFog & & General . Map . Data . MapInfo . FogDensity > 0 )
fogdistance = General . Map . Data . MapInfo . FogDensity ;
else
fogdistance = brightness * 11.0f ;
}
// Thing is affected by floor glow
else if ( level . affectedbyglow )
{
fogdistance = ( float ) Math . Pow ( 2.0f , brightness / 9.0f ) ;
}
// Thing is not affected by floor glow
else
{
fogdistance = ( float ) Math . Pow ( 2.0f , brightness / 9.0f ) * 2.0f ;
}
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}
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}
// Check if the texture is loaded
sprite . LoadImage ( ) ;
isloaded = sprite . IsImageLoaded ;
if ( isloaded )
{
float offsetx = 0.0f ;
float offsety = 0.0f ;
base . Texture = sprite ;
// Determine sprite size and offset
float radius = sprite . ScaledWidth * 0.5f ;
float height = sprite . ScaledHeight ;
if ( sprite is SpriteImage )
{
offsetx = ( sprite as SpriteImage ) . OffsetX - radius ;
offsety = ( sprite as SpriteImage ) . OffsetY - height ;
}
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// Scale by thing type/actor scale
// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
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radius * = info . SpriteScale . Width ;
height * = info . SpriteScale . Height ;
offsetx * = info . SpriteScale . Width ;
offsety * = info . SpriteScale . Height ;
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// Make vertices
WorldVertex [ ] verts = new WorldVertex [ 6 ] ;
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if ( sizeless ) //mxd
{
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float hh = height / 2 ;
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verts [ 0 ] = new WorldVertex ( - radius + offsetx , 0.0f , offsety - hh , sectorcolor , 0.0f , 1.0f ) ;
verts [ 1 ] = new WorldVertex ( - radius + offsetx , 0.0f , hh + offsety , sectorcolor , 0.0f , 0.0f ) ;
verts [ 2 ] = new WorldVertex ( + radius + offsetx , 0.0f , hh + offsety , sectorcolor , 1.0f , 0.0f ) ;
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verts [ 3 ] = verts [ 0 ] ;
verts [ 4 ] = verts [ 2 ] ;
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verts [ 5 ] = new WorldVertex ( + radius + offsetx , 0.0f , offsety - hh , sectorcolor , 1.0f , 1.0f ) ;
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}
else
{
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verts [ 0 ] = new WorldVertex ( - radius + offsetx , 0.0f , offsety , sectorcolor , 0.0f , 1.0f ) ;
verts [ 1 ] = new WorldVertex ( - radius + offsetx , 0.0f , height + offsety , sectorcolor , 0.0f , 0.0f ) ;
verts [ 2 ] = new WorldVertex ( + radius + offsetx , 0.0f , height + offsety , sectorcolor , 1.0f , 0.0f ) ;
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verts [ 3 ] = verts [ 0 ] ;
verts [ 4 ] = verts [ 2 ] ;
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verts [ 5 ] = new WorldVertex ( + radius + offsetx , 0.0f , offsety , sectorcolor , 1.0f , 1.0f ) ;
2013-03-18 13:52:27 +00:00
}
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
SetVertices ( verts , floor , ceiling ) ;
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}
else
{
base . Texture = General . Map . Data . Hourglass3D ;
// Determine sprite size
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float radius = Math . Min ( thingradius , thingheight / 2f ) ;
float height = Math . Min ( thingradius * 2f , thingheight ) ;
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// Make vertices
WorldVertex [ ] verts = new WorldVertex [ 6 ] ;
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verts [ 0 ] = new WorldVertex ( - radius , 0.0f , 0.0f , sectorcolor , 0.0f , 1.0f ) ;
verts [ 1 ] = new WorldVertex ( - radius , 0.0f , height , sectorcolor , 0.0f , 0.0f ) ;
verts [ 2 ] = new WorldVertex ( + radius , 0.0f , height , sectorcolor , 1.0f , 0.0f ) ;
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verts [ 3 ] = verts [ 0 ] ;
verts [ 4 ] = verts [ 2 ] ;
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verts [ 5 ] = new WorldVertex ( + radius , 0.0f , 0.0f , sectorcolor , 1.0f , 1.0f ) ;
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
SetVertices ( verts , floor , ceiling ) ;
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}
}
// Determine position
Vector3D pos = Thing . Position ;
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if ( Thing . Type = = 9501 )
{
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if ( Thing . Sector ! = null ) //mxd
{
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// This is a special thing that needs special positioning
SectorData sd = mode . GetSectorData ( Thing . Sector ) ;
pos . z = sd . Ceiling . sector . CeilHeight + Thing . Position . z ;
}
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}
else if ( Thing . Type = = 9500 )
{
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if ( Thing . Sector ! = null ) //mxd
{
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// This is a special thing that needs special positioning
SectorData sd = mode . GetSectorData ( Thing . Sector ) ;
pos . z = sd . Floor . sector . FloorHeight + Thing . Position . z ;
}
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}
else if ( info . AbsoluteZ )
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{
// Absolute Z position
pos . z = Thing . Position . z ;
}
else if ( info . Hangs )
{
// Hang from ceiling
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if ( Thing . Sector ! = null )
{
SectorData sd = mode . GetSectorData ( Thing . Sector ) ;
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float maxz = sd . Ceiling . plane . GetZ ( Thing . Position ) - info . Height ;
pos . z = maxz ;
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if ( Thing . Position . z > 0 | | nointeraction ) pos . z - = Thing . Position . z ;
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// Check if below floor
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if ( ! nointeraction )
{
float minz = sd . Floor . plane . GetZ ( Thing . Position ) ;
if ( pos . z < minz ) pos . z = Math . Min ( minz , maxz ) ;
}
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}
}
else
{
// Stand on floor
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if ( Thing . Sector ! = null )
{
SectorData sd = mode . GetSectorData ( Thing . Sector ) ;
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float minz = sd . Floor . plane . GetZ ( Thing . Position ) ;
pos . z = minz ;
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2015-03-26 21:31:46 +00:00
if ( Thing . Position . z > 0 | | nointeraction ) pos . z + = Thing . Position . z ;
2012-11-27 21:12:20 +00:00
2015-01-30 07:58:09 +00:00
// Check if above ceiling
2015-03-26 21:31:46 +00:00
if ( ! nointeraction )
{
float maxz = sd . Ceiling . plane . GetZ ( Thing . Position ) - info . Height ;
if ( pos . z > maxz ) pos . z = Math . Max ( minz , maxz ) ;
}
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}
}
// Apply settings
SetPosition ( pos ) ;
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SetCageSize ( thingradius , thingheight ) ;
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SetCageColor ( Thing . Color ) ;
// Keep info for object picking
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cageradius2 = thingradius * Angle2D . SQRT2 ;
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cageradius2 = cageradius2 * cageradius2 ;
pos2d = pos ;
2013-03-18 13:52:27 +00:00
2014-12-03 23:15:26 +00:00
if ( sizeless ) //mxd
{
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boxp1 = new Vector3D ( pos . x - thingradius , pos . y - thingradius , pos . z - thingradius / 2 ) ;
boxp2 = new Vector3D ( pos . x + thingradius , pos . y + thingradius , pos . z + thingradius / 2 ) ;
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}
else
{
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boxp1 = new Vector3D ( pos . x - thingradius , pos . y - thingradius , pos . z ) ;
boxp2 = new Vector3D ( pos . x + thingradius , pos . y + thingradius , pos . z + thingheight ) ;
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}
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// Done
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changed = false ;
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return true ;
}
// Disposing
public override void Dispose ( )
{
if ( ! IsDisposed )
{
if ( sprite ! = null )
{
sprite . RemoveReference ( ) ;
sprite = null ;
}
}
base . Dispose ( ) ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
// This forces to rebuild the whole thing
public void Rebuild ( )
{
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// Find thing information
info = General . Map . Data . GetThingInfo ( Thing . Type ) ;
2012-05-11 12:28:20 +00:00
2015-03-26 21:31:46 +00:00
//mxd. When true, the thing can be moved below floor/above ceiling
nointeraction = ( info . Actor ! = null & & info . Actor . GetFlagValue ( "nointeraction" , false ) ) ;
2012-06-01 19:53:14 +00:00
// Find sprite texture
if ( info . Sprite . Length > 0 )
{
sprite = General . Map . Data . GetSpriteImage ( info . Sprite ) ;
if ( sprite ! = null ) sprite . AddReference ( ) ;
}
// Setup visual thing
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Setup ( ) ;
}
// This updates the thing when needed
public override void Update ( )
{
if ( ! isloaded )
{
// Rebuild sprite geometry when sprite is loaded
if ( sprite . IsImageLoaded )
{
Setup ( ) ;
}
}
// Let the base update
base . Update ( ) ;
}
// This performs a fast test in object picking
public override bool PickFastReject ( Vector3D from , Vector3D to , Vector3D dir )
{
float distance2 = Line2D . GetDistanceToLineSq ( from , to , pos2d , false ) ;
return ( distance2 < = cageradius2 ) ;
}
// This performs an accurate test for object picking
public override bool PickAccurate ( Vector3D from , Vector3D to , Vector3D dir , ref float u_ray )
{
Vector3D delta = to - from ;
float tfar = float . MaxValue ;
float tnear = float . MinValue ;
// Ray-Box intersection code
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// See http://www.masm32.com/board/index.php?topic=9941.0
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// Check X slab
if ( delta . x = = 0.0f )
{
if ( from . x > boxp2 . x | | from . x < boxp1 . x )
{
// Ray is parallel to the planes & outside slab
return false ;
}
}
else
{
float tmp = 1.0f / delta . x ;
float t1 = ( boxp1 . x - from . x ) * tmp ;
float t2 = ( boxp2 . x - from . x ) * tmp ;
if ( t1 > t2 ) General . Swap ( ref t1 , ref t2 ) ;
if ( t1 > tnear ) tnear = t1 ;
if ( t2 < tfar ) tfar = t2 ;
if ( tnear > tfar | | tfar < 0.0f )
{
// Ray missed box or box is behind ray
return false ;
}
}
// Check Y slab
if ( delta . y = = 0.0f )
{
if ( from . y > boxp2 . y | | from . y < boxp1 . y )
{
// Ray is parallel to the planes & outside slab
return false ;
}
}
else
{
float tmp = 1.0f / delta . y ;
float t1 = ( boxp1 . y - from . y ) * tmp ;
float t2 = ( boxp2 . y - from . y ) * tmp ;
if ( t1 > t2 ) General . Swap ( ref t1 , ref t2 ) ;
if ( t1 > tnear ) tnear = t1 ;
if ( t2 < tfar ) tfar = t2 ;
if ( tnear > tfar | | tfar < 0.0f )
{
// Ray missed box or box is behind ray
return false ;
}
}
// Check Z slab
if ( delta . z = = 0.0f )
{
if ( from . z > boxp2 . z | | from . z < boxp1 . z )
{
// Ray is parallel to the planes & outside slab
return false ;
}
}
else
{
float tmp = 1.0f / delta . z ;
float t1 = ( boxp1 . z - from . z ) * tmp ;
float t2 = ( boxp2 . z - from . z ) * tmp ;
if ( t1 > t2 ) General . Swap ( ref t1 , ref t2 ) ;
if ( t1 > tnear ) tnear = t1 ;
if ( t2 < tfar ) tfar = t2 ;
if ( tnear > tfar | | tfar < 0.0f )
{
// Ray missed box or box is behind ray
return false ;
}
}
// Set interpolation point
u_ray = ( tnear > 0.0f ) ? tnear : tfar ;
return true ;
}
2013-04-01 11:06:01 +00:00
//mxd
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public bool IsSelected ( )
2014-12-03 23:15:26 +00:00
{
2013-04-01 11:06:01 +00:00
return selected ;
}
2009-04-19 18:07:22 +00:00
#endregion
#region = = = = = = = = = = = = = = = = = = Events
// Unused
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnSelectBegin ( ) { }
public void OnEditBegin ( ) { }
public void OnMouseMove ( MouseEventArgs e ) { }
public void OnChangeTargetBrightness ( bool up ) { }
public void OnChangeTextureOffset ( int horizontal , int vertical , bool doSurfaceAngleCorrection ) { }
public void OnSelectTexture ( ) { }
public void OnCopyTexture ( ) { }
public void OnPasteTexture ( ) { }
public void OnCopyTextureOffsets ( ) { }
public void OnPasteTextureOffsets ( ) { }
public void OnTextureAlign ( bool alignx , bool aligny ) { }
public void OnToggleUpperUnpegged ( ) { }
public void OnToggleLowerUnpegged ( ) { }
public void OnProcess ( float deltatime ) { }
public void OnTextureFloodfill ( ) { }
public void OnInsert ( ) { }
public void OnTextureFit ( FitTextureOptions options ) { } //mxd
public void ApplyTexture ( string texture ) { }
public void ApplyUpperUnpegged ( bool set ) { }
public void ApplyLowerUnpegged ( bool set ) { }
public void SelectNeighbours ( bool select , bool withSameTexture , bool withSameHeight ) { } //mxd
2009-04-19 18:07:22 +00:00
// Return texture name
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public string GetTextureName ( ) { return "" ; }
2009-05-01 20:31:17 +00:00
// Select or deselect
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnSelectEnd ( )
2009-05-01 20:31:17 +00:00
{
2009-07-07 11:29:56 +00:00
if ( this . selected )
{
this . selected = false ;
mode . RemoveSelectedObject ( this ) ;
}
else
{
this . selected = true ;
mode . AddSelectedObject ( this ) ;
}
2009-05-01 20:31:17 +00:00
}
2012-07-05 13:48:08 +00:00
2013-09-11 09:47:53 +00:00
//mxd. Delete thing
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnDelete ( )
2014-12-03 23:15:26 +00:00
{
2013-07-31 12:38:47 +00:00
mode . CreateUndo ( "Delete thing" ) ;
mode . SetActionResult ( "Deleted a thing." ) ;
this . Thing . Fields . BeforeFieldsChange ( ) ;
this . Thing . Dispose ( ) ;
2013-09-11 09:47:53 +00:00
this . Dispose ( ) ;
2013-07-31 12:38:47 +00:00
General . Map . IsChanged = true ;
General . Map . ThingsFilter . Update ( ) ;
2013-09-11 09:47:53 +00:00
}
2009-04-19 18:07:22 +00:00
// Copy properties
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnCopyProperties ( )
2009-04-19 18:07:22 +00:00
{
BuilderPlug . Me . CopiedThingProps = new ThingProperties ( Thing ) ;
2009-05-02 14:59:05 +00:00
mode . SetActionResult ( "Copied thing properties." ) ;
2009-04-19 18:07:22 +00:00
}
// Paste properties
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnPasteProperties ( )
2009-04-19 18:07:22 +00:00
{
if ( BuilderPlug . Me . CopiedThingProps ! = null )
{
2009-05-03 19:22:32 +00:00
mode . CreateUndo ( "Paste thing properties" ) ;
2009-05-02 14:59:05 +00:00
mode . SetActionResult ( "Pasted thing properties." ) ;
2009-04-19 18:07:22 +00:00
BuilderPlug . Me . CopiedThingProps . Apply ( Thing ) ;
Thing . UpdateConfiguration ( ) ;
this . Rebuild ( ) ;
mode . ShowTargetInfo ( ) ;
}
}
// Edit button released
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnEditEnd ( )
2009-04-19 18:07:22 +00:00
{
2010-08-14 18:07:38 +00:00
if ( General . Interface . IsActiveWindow )
2009-04-19 18:07:22 +00:00
{
2013-07-19 15:30:58 +00:00
2010-08-14 18:07:38 +00:00
List < Thing > things = mode . GetSelectedThings ( ) ;
2013-07-19 15:30:58 +00:00
//mxd
updateList = new List < BaseVisualThing > ( ) ;
2014-12-03 23:15:26 +00:00
foreach ( Thing t in things )
{
2013-07-19 15:30:58 +00:00
VisualThing vt = mode . GetVisualThing ( t ) ;
2014-12-03 23:15:26 +00:00
if ( vt ! = null ) updateList . Add ( vt as BaseVisualThing ) ;
2009-04-19 18:07:22 +00:00
}
2013-07-19 15:30:58 +00:00
2014-02-21 14:42:12 +00:00
General . Interface . OnEditFormValuesChanged + = Interface_OnEditFormValuesChanged ;
2013-07-19 15:30:58 +00:00
mode . StartRealtimeInterfaceUpdate ( SelectionType . Things ) ;
General . Interface . ShowEditThings ( things ) ;
mode . StopRealtimeInterfaceUpdate ( SelectionType . Things ) ;
General . Interface . OnEditFormValuesChanged - = Interface_OnEditFormValuesChanged ;
updateList . Clear ( ) ;
updateList = null ;
2009-04-19 18:07:22 +00:00
}
}
2013-07-19 15:30:58 +00:00
//mxd
2014-12-03 23:15:26 +00:00
private void Interface_OnEditFormValuesChanged ( object sender , EventArgs e )
{
foreach ( BaseVisualThing vt in updateList ) vt . Changed = true ;
2013-07-19 15:30:58 +00:00
}
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
//mxd
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnResetTextureOffset ( )
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
{
mode . CreateUndo ( "Reset thing scale" ) ;
mode . SetActionResult ( "Thing scale reset." ) ;
Thing . SetScale ( 1.0f , 1.0f ) ;
// Update what must be updated
this . Changed = true ;
}
//mxd
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnResetLocalTextureOffset ( )
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
{
mode . CreateUndo ( "Reset thing scale, pitch and roll" ) ;
mode . SetActionResult ( "Thing scale, pitch and roll reset." ) ;
Thing . SetScale ( 1.0f , 1.0f ) ;
Thing . SetPitch ( 0 ) ;
Thing . SetRoll ( 0 ) ;
// Update what must be updated
this . Changed = true ;
}
2009-04-19 18:07:22 +00:00
// Raise/lower thing
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnChangeTargetHeight ( int amount )
2009-04-19 18:07:22 +00:00
{
if ( General . Map . FormatInterface . HasThingHeight )
{
if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
2009-05-03 19:22:32 +00:00
undoticket = mode . CreateUndo ( "Change thing height" ) ;
2009-04-19 18:07:22 +00:00
2014-12-22 21:36:49 +00:00
Thing . Move ( Thing . Position + new Vector3D ( 0.0f , 0.0f , ( info . Hangs ? - amount : amount ) ) ) ;
2009-04-19 18:07:22 +00:00
2009-05-02 14:59:05 +00:00
mode . SetActionResult ( "Changed thing height to " + Thing . Position . z + "." ) ;
2012-11-27 21:12:20 +00:00
// Update what must be updated
ThingData td = mode . GetThingData ( this . Thing ) ;
foreach ( KeyValuePair < Sector , bool > s in td . UpdateAlso )
{
if ( mode . VisualSectorExists ( s . Key ) )
{
BaseVisualSector vs = ( BaseVisualSector ) mode . GetVisualSector ( s . Key ) ;
vs . UpdateSectorGeometry ( s . Value ) ;
}
}
2009-05-01 20:31:17 +00:00
this . Changed = true ;
2009-04-19 18:07:22 +00:00
}
}
2012-06-29 14:03:35 +00:00
2015-01-27 14:29:23 +00:00
//mxd
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00
public void OnChangeScale ( int incrementX , int incrementY )
2015-01-27 14:29:23 +00:00
{
2015-03-03 09:42:54 +00:00
if ( ! General . Map . UDMF | | ! sprite . IsImageLoaded ) return ;
2015-01-27 14:29:23 +00:00
if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
undoticket = mode . CreateUndo ( "Change thing scale" ) ;
2015-03-03 09:42:54 +00:00
float scaleX = Thing . ScaleX ;
float scaleY = Thing . ScaleY ;
2015-01-27 14:29:23 +00:00
if ( incrementX ! = 0 )
{
2015-03-03 09:42:54 +00:00
float pix = ( int ) Math . Round ( sprite . Width * scaleX ) + incrementX ;
float newscaleX = ( float ) Math . Round ( pix / sprite . Width , 3 ) ;
scaleX = ( newscaleX = = 0 ? scaleX * - 1 : newscaleX ) ;
2015-01-27 14:29:23 +00:00
}
if ( incrementY ! = 0 )
{
2015-03-03 09:42:54 +00:00
float pix = ( int ) Math . Round ( sprite . Height * scaleY ) + incrementY ;
float newscaleY = ( float ) Math . Round ( pix / sprite . Height , 3 ) ;
scaleY = ( newscaleY = = 0 ? scaleY * - 1 : newscaleY ) ;
2015-01-27 14:29:23 +00:00
}
2015-03-03 09:42:54 +00:00
Thing . SetScale ( scaleX , scaleY ) ;
mode . SetActionResult ( "Changed thing scale to " + scaleX . ToString ( "F03" , CultureInfo . InvariantCulture ) + ", " + scaleY . ToString ( "F03" , CultureInfo . InvariantCulture ) + " (" + ( int ) Math . Round ( sprite . Width * scaleX ) + " x " + ( int ) Math . Round ( sprite . Height * scaleY ) + ")." ) ;
2015-01-27 14:29:23 +00:00
// Update what must be updated
this . Changed = true ;
}
2013-09-11 09:47:53 +00:00
//mxd
2014-12-03 23:15:26 +00:00
public void OnMove ( Vector3D newPosition )
{
2013-09-11 09:47:53 +00:00
if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
undoticket = mode . CreateUndo ( "Move thing" ) ;
Thing . Move ( newPosition ) ;
2014-02-21 14:42:12 +00:00
mode . SetActionResult ( "Changed thing position to " + Thing . Position + "." ) ;
2013-09-11 09:47:53 +00:00
// Update what must be updated
ThingData td = mode . GetThingData ( this . Thing ) ;
2014-12-03 23:15:26 +00:00
foreach ( KeyValuePair < Sector , bool > s in td . UpdateAlso )
{
if ( mode . VisualSectorExists ( s . Key ) )
{
2013-09-11 09:47:53 +00:00
BaseVisualSector vs = ( BaseVisualSector ) mode . GetVisualSector ( s . Key ) ;
vs . UpdateSectorGeometry ( s . Value ) ;
}
}
this . Changed = true ;
}
//mxd
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
public void SetAngle ( int newangle )
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{
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if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
Added, Visual mode, UDMF: added "Change Pitch Clockwise", "Change Pitch Counterclockwise", "Change Roll Clockwise" and "Change Roll Counterclockwise" actions.
Added, Visual mode, UDMF: added "Increase Scale" and "Decrease Scale" actions.
Added, Visual mode, UDMF: "Reset Texture Offsets" action now resets scale when used on things.
Added, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets scale, pitch and roll when used on things.
Changed, Visual mode, UDMF: "Reset Texture Offsets" action now only resets texture offsets (previously it also reset texture scale).
Changed, Visual mode, UDMF: "Reset Local Texture Offsets" action now resets texture offsets, scale and brightness of sidedefs and also rotation of floors/ceilings.
Changed, Visual mode, UDMF: thing box arrow now displays pitch and roll for things, which have attached model and appropriate MODELDEF flags.
Changed, Thing Edit Form, UDMF: negative pitch and roll can now be entered.
Updated documentation.
2015-03-30 21:44:04 +00:00
undoticket = mode . CreateUndo ( "Change thing angle" ) ;
Thing . Rotate ( newangle ) ;
mode . SetActionResult ( "Changed thing angle to " + Thing . AngleDoom + "." ) ;
this . Changed = true ;
}
//mxd
public void SetPitch ( int newpitch )
{
if ( ! General . Map . UDMF ) return ;
if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
undoticket = mode . CreateUndo ( "Change thing pitch" ) ;
Thing . SetPitch ( newpitch ) ;
mode . SetActionResult ( "Changed thing pitch to " + Thing . Pitch + "." ) ;
this . Changed = true ;
}
//mxd
public void SetRoll ( int newroll )
{
if ( ! General . Map . UDMF ) return ;
if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
undoticket = mode . CreateUndo ( "Change thing roll" ) ;
Thing . SetRoll ( newroll ) ;
mode . SetActionResult ( "Changed thing roll to " + Thing . Roll + "." ) ;
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this . Changed = true ;
}
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#endregion
}
}