UltimateZoneBuilder/Source/Core/VisualModes/VisualGeometry.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualGeometry : IVisualPickable
{
#region ================== Constants
public const float FOG_DENSITY_SCALER = -1.442692f / 256000f; //-1.442692f / 64000f; //mxd
#endregion
#region ================== Variables
// Texture
private ImageData texture;
// Vertices
private WorldVertex[] vertices;
private int triangles;
// Selected?
protected bool selected;
// Elements that this geometry is bound to
// Only the sector is required, sidedef is only for walls
private VisualSector sector;
private Sidedef sidedef;
/// <summary>
/// Absolute intersecting coordinates are set during object picking. This is not set if the geometry is not bound to a sidedef.
/// </summary>
protected Vector3D pickintersect;
/// <summary>
/// Distance unit along the object picking ray is set during object picking. (0.0 is at camera, 1.0f is at far plane) This is not set if the geometry is not bound to a sidedef.
/// </summary>
protected float pickrayu;
// Rendering
private RenderPass renderpass = RenderPass.Solid;
protected float fogfactor;
// Sector buffer info
private int vertexoffset;
//mxd
private Vector3D[] boundingBox;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected VisualGeometryType geometrytype;
protected string partname; //UDMF part name
#endregion
#region ================== Properties
// Internal properties
public WorldVertex[] Vertices { get { return vertices; } } //mxd
internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } }
internal int Triangles { get { return triangles; } }
//mxd
public Vector3D[] BoundingBox { get { return boundingBox; } }
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
public VisualGeometryType GeometryType { get { return geometrytype; } }
public float FogFactor { get { return fogfactor; } set { fogfactor = value; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
/// <summary>
/// Image to use as texture on this geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Returns the VisualSector this geometry has been added to.
/// </summary>
public VisualSector Sector { get { return sector; } internal set { sector = value; } }
/// <summary>
/// Returns the Sidedef that this geometry is created for. Null for geometry that is sector-wide.
/// </summary>
public Sidedef Sidedef { get { return sidedef; } }
/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected; } set { selected = value; } }
#endregion
#region ================== Constructor / Destructor
/// <summary>
/// This creates sector-global visual geometry. This geometry is always visible when any of the sector is visible.
/// </summary>
protected VisualGeometry(VisualSector vs)
{
this.sector = vs;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
this.geometrytype = VisualGeometryType.UNKNOWN; //mxd
}
/// <summary>
/// This creates visual geometry that is bound to a sidedef. This geometry is only visible when the sidedef is visible. It is automatically back-face culled during rendering and automatically XY intersection tested as well as back-face culled during object picking.
/// </summary>
/// <param name="sd"></param>
protected VisualGeometry(VisualSector vs, Sidedef sd)
{
this.sector = vs;
this.sidedef = sd;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
this.geometrytype = VisualGeometryType.UNKNOWN; //mxd
}
#endregion
#region ================== Methods
// This sets the vertices for this geometry
protected void SetVertices(ICollection<WorldVertex> verts)
{
// Copy vertices
if(verts != null) //mxd
{
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
CalculateNormals(); //mxd
}
else
{
vertices = null;
triangles = 0;
}
if(sector != null) sector.NeedsUpdateGeo = true;
}
2012-04-17 19:13:47 +00:00
//mxd. Normals calculation algorithm taken from OpenGl wiki
private void CalculateNormals()
{
if(triangles == 0) return;
int startIndex;
Vector3 U, V;
BoundingBoxSizes bbs = new BoundingBoxSizes(vertices[0]);
for(int i = 0; i < triangles; i++)
{
startIndex = i * 3;
WorldVertex p1 = vertices[startIndex];
WorldVertex p2 = vertices[startIndex + 1];
WorldVertex p3 = vertices[startIndex + 2];
U = new Vector3(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
V = new Vector3(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
p1.nx = p2.nx = p3.nx = -(U.Y * V.Z - U.Z * V.Y);
p1.ny = p2.ny = p3.ny = -(U.Z * V.X - U.X * V.Z);
p1.nz = p2.nz = p3.nz = -(U.X * V.Y - U.Y * V.X);
vertices[startIndex] = p1;
vertices[startIndex + 1] = p2;
vertices[startIndex + 2] = p3;
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p1);
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p2);
BoundingBoxTools.UpdateBoundingBoxSizes(ref bbs, p3);
}
boundingBox = BoundingBoxTools.CalculateBoundingPlane(bbs);
}
//mxd. Calculate fogdistance
//TODO: this doesn't match any GZDoom light mode...
//GZDoom: gl_renderstate.h, SetFog();
//GZDoom: gl_lightlevel.cpp gl_SetFog();
protected float CalculateFogDensity(int brightness)
{
float density;
if(Sector.Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0)
{
density = General.Map.Data.MapInfo.OutsideFogDensity;
}
else if(!Sector.Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0)
{
density = General.Map.Data.MapInfo.FogDensity;
}
else if(brightness < 248)
{
density = General.Clamp(255 - brightness, 30, 255);
}
else
{
density = 0f;
}
if(Sector.Sector.HasFogColor)
{
density *= 4;
}
return density * FOG_DENSITY_SCALER;
}
//mxd. Used to get proper sector from 3d-floors
public virtual Sector GetControlSector()
{
return sector.Sector;
}
//mxd. Used to get proper linedef from 3d-floors
public virtual Linedef GetControlLinedef()
{
return sidedef.Line;
}
// This keeps the results for a sidedef intersection
internal void SetPickResults(Vector3D intersect, float u)
{
this.pickintersect = intersect;
this.pickrayu = u;
}
/// <summary>
/// This is called when the geometry 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 geometry 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
}
//mxd
public enum VisualGeometryType
{
FLOOR,
CEILING,
WALL_UPPER,
WALL_MIDDLE,
WALL_MIDDLE_3D,
WALL_LOWER,
FOG_BOUNDARY,
UNKNOWN,
}
}