Added a GZDoom Visual Mode, with floor and ceiling texture transformation and coloring

This commit is contained in:
codeimp 2010-09-01 21:05:08 +00:00
parent 98582e1394
commit 3bbeb51e77
22 changed files with 4879 additions and 2 deletions

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@ -40,12 +40,29 @@
</ItemGroup>
<ItemGroup>
<Compile Include="General\BuilderPlug.cs" />
<Compile Include="General\CopyStructures.cs" />
<Compile Include="General\UndoGroup.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="VisualModes\BaseVisualGeometrySector.cs" />
<Compile Include="VisualModes\BaseVisualGeometrySidedef.cs" />
<Compile Include="VisualModes\BaseVisualMode.cs" />
<Compile Include="VisualModes\BaseVisualSector.cs" />
<Compile Include="VisualModes\BaseVisualThing.cs" />
<Compile Include="VisualModes\IVisualEventReceiver.cs" />
<Compile Include="VisualModes\NullVisualEventReceiver.cs" />
<Compile Include="VisualModes\VisualActionResult.cs" />
<Compile Include="VisualModes\VisualCeiling.cs" />
<Compile Include="VisualModes\VisualFloor.cs" />
<Compile Include="VisualModes\VisualLower.cs" />
<Compile Include="VisualModes\VisualMiddleDouble.cs" />
<Compile Include="VisualModes\VisualMiddleSingle.cs" />
<Compile Include="VisualModes\VisualSidedefParts.cs" />
<Compile Include="VisualModes\VisualUpper.cs" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
@ -62,6 +79,9 @@
<ItemGroup>
<EmbeddedResource Include="Resources\VisualModeZ.png" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\Actions.cfg" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -50,6 +50,23 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Static instance
private static BuilderPlug me;
// Settings
private int showvisualthings; // 0 = none, 1 = sprite only, 2 = sprite caged
private int changeheightbysidedef; // 0 = nothing, 1 = change ceiling, 2 = change floor
private bool visualmodeclearselection;
private bool usegravity;
private bool usehighlight;
// Copy/paste
private string copiedtexture;
private string copiedflat;
private Point copiedoffsets;
private VertexProperties copiedvertexprops;
private SectorProperties copiedsectorprops;
private SidedefProperties copiedsidedefprops;
private LinedefProperties copiedlinedefprops;
private ThingProperties copiedthingprops;
#endregion
#region ================== Properties
@ -57,6 +74,23 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
// Settings
public int ShowVisualThings { get { return showvisualthings; } set { showvisualthings = value; } }
public int ChangeHeightBySidedef { get { return changeheightbysidedef; } }
public bool VisualModeClearSelection { get { return visualmodeclearselection; } }
public bool UseGravity { get { return usegravity; } set { usegravity = value; } }
public bool UseHighlight { get { return usehighlight; } set { usehighlight = value; } }
// Copy/paste
public string CopiedTexture { get { return copiedtexture; } set { copiedtexture = value; } }
public string CopiedFlat { get { return copiedflat; } set { copiedflat = value; } }
public Point CopiedOffsets { get { return copiedoffsets; } set { copiedoffsets = value; } }
public VertexProperties CopiedVertexProps { get { return copiedvertexprops; } set { copiedvertexprops = value; } }
public SectorProperties CopiedSectorProps { get { return copiedsectorprops; } set { copiedsectorprops = value; } }
public SidedefProperties CopiedSidedefProps { get { return copiedsidedefprops; } set { copiedsidedefprops = value; } }
public LinedefProperties CopiedLinedefProps { get { return copiedlinedefprops; } set { copiedlinedefprops = value; } }
public ThingProperties CopiedThingProps { get { return copiedthingprops; } set { copiedthingprops = value; } }
#endregion
#region ================== Initialize / Dispose
@ -68,6 +102,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Keep a static reference
me = this;
LoadSettings();
}
// This is called when the plugin is terminated
@ -78,8 +114,32 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
#endregion
#region ================== Classic Mode Surfaces
#region ================== Methods
// This loads the plugin settings
private void LoadSettings()
{
changeheightbysidedef = General.Settings.ReadPluginSetting("changeheightbysidedef", 0);
visualmodeclearselection = General.Settings.ReadPluginSetting("visualmodeclearselection", false);
}
#endregion
#region ================== Events
// When the Preferences dialog is closed
public override void OnClosePreferences(PreferencesController controller)
{
base.OnClosePreferences(controller);
// Apply settings that could have been changed
LoadSettings();
}
#endregion
#region ================== Classic Mode Surfaces
// This is called when the vertices are created for the classic mode surfaces
public override void OnSectorFloorSurfaceUpdate(Sector s, ref FlatVertex[] vertices)
{

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@ -0,0 +1,226 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
// Vertex
public class VertexProperties
{
private UniFields fields;
public VertexProperties(Vertex v)
{
fields = new UniFields(v.Fields);
}
public void Apply(Vertex v)
{
v.Fields.BeforeFieldsChange();
v.Fields.Clear();
foreach(KeyValuePair<string, UniValue> uv in fields)
v.Fields.Add(uv.Key, new UniValue(uv.Value));
}
}
// Sector
public class SectorProperties
{
private int floorheight;
private int ceilheight;
private string floortexture;
private string ceilingtexture;
private int effect;
private int brightness;
private int tag;
private UniFields fields;
public SectorProperties(Sector s)
{
floorheight = s.FloorHeight;
ceilheight = s.CeilHeight;
floortexture = s.FloorTexture;
ceilingtexture = s.CeilTexture;
brightness = s.Brightness;
effect = s.Effect;
tag = s.Tag;
fields = new UniFields(s.Fields);
}
public void Apply(Sector s)
{
s.FloorHeight = floorheight;
s.CeilHeight = ceilheight;
s.SetFloorTexture(floortexture);
s.SetCeilTexture(ceilingtexture);
s.Brightness = brightness;
s.Tag = tag;
s.Effect = effect;
s.Fields.BeforeFieldsChange();
s.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
s.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Sidedef
public class SidedefProperties
{
private string hightexture;
private string middletexture;
private string lowtexture;
private int offsetx;
private int offsety;
private UniFields fields;
public SidedefProperties(Sidedef s)
{
hightexture = s.HighTexture;
middletexture = s.MiddleTexture;
lowtexture = s.LowTexture;
offsetx = s.OffsetX;
offsety = s.OffsetY;
fields = new UniFields(s.Fields);
}
public void Apply(Sidedef s)
{
s.SetTextureHigh(hightexture);
s.SetTextureMid(middletexture);
s.SetTextureLow(lowtexture);
s.OffsetX = offsetx;
s.OffsetY = offsety;
s.Fields.BeforeFieldsChange();
s.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
s.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Linedef
public class LinedefProperties
{
private SidedefProperties front;
private SidedefProperties back;
private Dictionary<string, bool> flags;
private int action;
private int activate;
private int tag;
private int[] args;
private UniFields fields;
public LinedefProperties(Linedef l)
{
if(l.Front != null)
front = new SidedefProperties(l.Front);
else
front = null;
if(l.Back != null)
back = new SidedefProperties(l.Back);
else
back = null;
flags = l.GetFlags();
action = l.Action;
activate = l.Activate;
tag = l.Tag;
args = (int[])(l.Args.Clone());
fields = new UniFields(l.Fields);
}
public void Apply(Linedef l)
{
if((front != null) && (l.Front != null)) front.Apply(l.Front);
if((back != null) && (l.Back != null)) back.Apply(l.Back);
l.ClearFlags();
foreach(KeyValuePair<string, bool> f in flags)
l.SetFlag(f.Key, f.Value);
l.Action = action;
l.Activate = activate;
l.Tag = tag;
for(int i = 0; i < l.Args.Length; i++)
l.Args[i] = args[i];
l.Fields.BeforeFieldsChange();
l.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
l.Fields.Add(v.Key, new UniValue(v.Value));
}
}
// Thing
public class ThingProperties
{
private int type;
private float angle;
private Dictionary<string, bool> flags;
private int tag;
private int action;
private int[] args;
private UniFields fields;
public ThingProperties(Thing t)
{
type = t.Type;
angle = t.Angle;
flags = t.GetFlags();
tag = t.Tag;
action = t.Action;
args = (int[])(t.Args.Clone());
fields = new UniFields(t.Fields);
}
public void Apply(Thing t)
{
t.Type = type;
t.Rotate(angle);
t.ClearFlags();
foreach(KeyValuePair<string, bool> f in flags)
t.SetFlag(f.Key, f.Value);
t.Tag = tag;
t.Action = action;
for(int i = 0; i < t.Args.Length; i++)
t.Args[i] = args[i];
t.Fields.BeforeFieldsChange();
t.Fields.Clear();
foreach(KeyValuePair<string, UniValue> v in fields)
t.Fields.Add(v.Key, new UniValue(v.Value));
}
}
}

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@ -0,0 +1,42 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
public class UndoGroup
{
public const int None = 0;
public const int FloorHeightChange = 1;
public const int CeilingHeightChange = 2;
public const int SectorBrightnessChange = 3;
public const int TextureOffsetChange = 4;
public const int SectorHeightChange = 5;
}
}

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@ -0,0 +1,14 @@
/******************************************\
Doom Builder Actions Configuration
\******************************************/
gzdoomvisualmode
{
title = "GZDoom Visual Mode";
category = "modes";
description = "Switches to the (G)ZDoom visual editing mode.";
allowkeys = true;
allowmouse = true;
allowscroll = true;
}

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@ -0,0 +1,309 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal abstract class BaseVisualGeometrySector : VisualGeometry, IVisualEventReceiver
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
protected long setuponloadedtexture;
// This is only used to see if this object has already received a change
// in a multiselection. The Changed property on the BaseVisualSector is
// used to indicate a rebuild is needed.
protected bool changed;
#endregion
#region ================== Properties
new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
public bool Changed { get { return changed; } set { changed = value; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public BaseVisualGeometrySector(BaseVisualMode mode, VisualSector vs) : base(vs)
{
this.mode = mode;
}
#endregion
#region ================== Methods
// This changes the height
protected abstract void ChangeHeight(int amount);
#endregion
#region ================== Events
// Unused
public abstract bool Setup();
public virtual void OnSelectBegin(){ }
public virtual void OnEditBegin() { }
public virtual void OnMouseMove(MouseEventArgs e) { }
public virtual void OnChangeTextureOffset(int horizontal, int vertical) { }
public virtual void OnTextureAlign(bool alignx, bool aligny) { }
public virtual void OnToggleUpperUnpegged() { }
public virtual void OnToggleLowerUnpegged() { }
public virtual void OnResetTextureOffset() { }
public virtual void OnCopyTextureOffsets() { }
public virtual void OnPasteTextureOffsets() { }
public virtual void OnInsert() { }
public virtual void OnDelete() { }
protected virtual void SetTexture(string texturename) { }
public virtual void ApplyUpperUnpegged(bool set) { }
public virtual void ApplyLowerUnpegged(bool set) { }
// Select or deselect
public virtual void OnSelectEnd()
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
// Processing
public virtual void OnProcess(double deltatime)
{
// If the texture was not loaded, but is loaded now, then re-setup geometry
if(setuponloadedtexture != 0)
{
ImageData t = General.Map.Data.GetFlatImage(setuponloadedtexture);
if(t != null)
{
if(t.IsImageLoaded)
{
setuponloadedtexture = 0;
Setup();
}
}
}
}
// Flood-fill textures
public virtual void OnTextureFloodfill()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
string oldtexture = GetTextureName();
long oldtexturelong = Lump.MakeLongName(oldtexture);
string newtexture = BuilderPlug.Me.CopiedFlat;
if(newtexture != oldtexture)
{
// Get the texture
ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture);
if(newtextureimage != null)
{
bool fillceilings = (this is VisualCeiling);
if(fillceilings)
{
mode.CreateUndo("Flood-fill ceilings with " + newtexture);
mode.SetActionResult("Flood-filled ceilings with " + newtexture + ".");
}
else
{
mode.CreateUndo("Flood-fill floors with " + newtexture);
mode.SetActionResult("Flood-filled floors with " + newtexture + ".");
}
mode.Renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSectors(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSectors(true);
List<Sector> sectors = mode.GetSelectedSectors();
foreach(Sector s in sectors) s.Marked = false;
}
// Do the fill
Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturelong, newtextureimage, false);
// Get the changed sectors
List<Sector> changes = General.Map.Map.GetMarkedSectors(true);
foreach(Sector s in changes)
{
// Update the visual sector
if(mode.VisualSectorExists(s))
{
BaseVisualSector vs = (mode.GetVisualSector(s) as BaseVisualSector);
if(fillceilings)
vs.Ceiling.Setup();
else
vs.Floor.Setup();
}
}
General.Map.Data.UpdateUsedTextures();
mode.Renderer.SetCrosshairBusy(false);
mode.ShowTargetInfo();
}
}
}
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(Sector.Sector);
mode.SetActionResult("Copied sector properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedSectorProps != null)
{
mode.CreateUndo("Paste sector properties");
mode.SetActionResult("Pasted sector properties.");
BuilderPlug.Me.CopiedSectorProps.Apply(Sector.Sector);
Sector.UpdateSectorGeometry(true);
mode.ShowTargetInfo();
}
}
// Select texture
public virtual void OnSelectTexture()
{
if(General.Interface.IsActiveWindow)
{
string oldtexture = GetTextureName();
string newtexture = General.Interface.BrowseFlat(General.Interface, oldtexture);
if(newtexture != oldtexture)
{
mode.ApplySelectTexture(newtexture, true);
}
}
}
// Apply Texture
public virtual void ApplyTexture(string texture)
{
mode.CreateUndo("Change flat " + texture);
SetTexture(texture);
}
// Copy texture
public virtual void OnCopyTexture()
{
BuilderPlug.Me.CopiedFlat = GetTextureName();
if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedTexture = GetTextureName();
mode.SetActionResult("Copied flat " + GetTextureName() + ".");
}
public virtual void OnPasteTexture() { }
// Return texture name
public virtual string GetTextureName() { return ""; }
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Sector> sectors = mode.GetSelectedSectors();
DialogResult result = General.Interface.ShowEditSectors(sectors);
if(result == DialogResult.OK)
{
// Rebuild sector
foreach(Sector s in sectors)
{
VisualSector vs = mode.GetVisualSector(s);
if(vs != null)
(vs as BaseVisualSector).UpdateSectorGeometry(true);
}
}
}
}
// Sector height change
public virtual void OnChangeTargetHeight(int amount)
{
changed = true;
ChangeHeight(amount);
// Rebuild sector
Sector.UpdateSectorGeometry(true);
}
// Sector brightness change
public virtual void OnChangeTargetBrightness(bool up)
{
mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
if(up)
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
else
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
Sector.Sector.UpdateCache();
// Rebuild sector
Sector.UpdateSectorGeometry(false);
}
#endregion
}
}

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@ -0,0 +1,686 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal abstract class BaseVisualGeometrySidedef : VisualGeometry, IVisualEventReceiver
{
#region ================== Constants
private const float DRAG_ANGLE_TOLERANCE = 0.06f;
#endregion
#region ================== Variables
protected BaseVisualMode mode;
protected float top;
protected float bottom;
protected long setuponloadedtexture;
// UV dragging
private float dragstartanglexy;
private float dragstartanglez;
private Vector3D dragorigin;
private Vector3D deltaxy;
private Vector3D deltaz;
private int startoffsetx;
private int startoffsety;
protected bool uvdragging;
private int prevoffsetx; // We have to provide delta offsets, but I don't
private int prevoffsety; // want to calculate with delta offsets to prevent
// inaccuracy in the dragging.
// Undo/redo
private int undoticket;
#endregion
#region ================== Properties
public bool IsDraggingUV { get { return uvdragging; } }
new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
#endregion
#region ================== Constructor / Destructor
// Constructor for sidedefs
public BaseVisualGeometrySidedef(BaseVisualMode mode, VisualSector vs, Sidedef sd) : base(vs, sd)
{
this.mode = mode;
this.deltaz = new Vector3D(0.0f, 0.0f, 1.0f);
this.deltaxy = (sd.Line.End.Position - sd.Line.Start.Position) * sd.Line.LengthInv;
if(!sd.IsFront) this.deltaxy = -this.deltaxy;
}
#endregion
#region ================== Methods
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if intersection point is between top and bottom
return (pickintersect.z >= bottom) && (pickintersect.z <= top);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
// The fast reject pass is already as accurate as it gets,
// so we just return the intersection distance here
u_ray = pickrayu;
return true;
}
#endregion
#region ================== Events
// Unused
public virtual void OnEditBegin() { }
protected virtual void SetTexture(string texturename) { }
public abstract bool Setup();
// Insert middle texture
public virtual void OnInsert()
{
// No middle texture yet?
if(!Sidedef.MiddleRequired() && (string.IsNullOrEmpty(Sidedef.MiddleTexture) || (Sidedef.MiddleTexture[0] == '-')))
{
// Make it now
mode.CreateUndo("Create middle texture");
mode.SetActionResult("Created middle texture.");
General.Settings.FindDefaultDrawSettings();
Sidedef.SetTextureMid(General.Settings.DefaultTexture);
// Update
Sector.Changed = true;
// Other side as well
if(string.IsNullOrEmpty(Sidedef.Other.MiddleTexture) || (Sidedef.Other.MiddleTexture[0] == '-'))
{
Sidedef.Other.SetTextureMid(General.Settings.DefaultTexture);
// Update
VisualSector othersector = mode.GetVisualSector(Sidedef.Other.Sector);
if(othersector is BaseVisualSector) (othersector as BaseVisualSector).Changed = true;
}
}
}
// Delete texture
public virtual void OnDelete()
{
// Remove texture
mode.CreateUndo("Delete texture");
mode.SetActionResult("Deleted a texture.");
SetTexture("-");
// Update
Sector.Changed = true;
}
// Processing
public virtual void OnProcess(double deltatime)
{
// If the texture was not loaded, but is loaded now, then re-setup geometry
if(setuponloadedtexture != 0)
{
ImageData t = General.Map.Data.GetTextureImage(setuponloadedtexture);
if(t != null)
{
if(t.IsImageLoaded)
{
setuponloadedtexture = 0;
Setup();
}
}
}
}
// Change target height
public virtual void OnChangeTargetHeight(int amount)
{
switch(BuilderPlug.Me.ChangeHeightBySidedef)
{
// Change ceiling
case 1:
if(!this.Sector.Ceiling.Changed)
this.Sector.Ceiling.OnChangeTargetHeight(amount);
break;
// Change floor
case 2:
if(!this.Sector.Floor.Changed)
this.Sector.Floor.OnChangeTargetHeight(amount);
break;
// Change both
case 3:
if(!this.Sector.Floor.Changed)
this.Sector.Floor.OnChangeTargetHeight(amount);
if(!this.Sector.Ceiling.Changed)
this.Sector.Ceiling.OnChangeTargetHeight(amount);
break;
}
}
// Reset texture offsets
public virtual void OnResetTextureOffset()
{
mode.CreateUndo("Reset texture offsets");
mode.SetActionResult("Texture offsets reset.");
// Apply offsets
Sidedef.OffsetX = 0;
Sidedef.OffsetY = 0;
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
// Toggle upper-unpegged
public virtual void OnToggleUpperUnpegged()
{
if(this.Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// Remove flag
mode.ApplyUpperUnpegged(false);
}
else
{
// Add flag
mode.ApplyUpperUnpegged(true);
}
}
// Toggle lower-unpegged
public virtual void OnToggleLowerUnpegged()
{
if(this.Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// Remove flag
mode.ApplyLowerUnpegged(false);
}
else
{
// Add flag
mode.ApplyLowerUnpegged(true);
}
}
// This sets the Upper Unpegged flag
public virtual void ApplyUpperUnpegged(bool set)
{
if(!set)
{
// Remove flag
mode.CreateUndo("Remove upper-unpegged setting");
mode.SetActionResult("Removed upper-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
}
else
{
// Add flag
mode.CreateUndo("Set upper-unpegged setting");
mode.SetActionResult("Set upper-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
}
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
// Update other sidedef geometry
if(Sidedef.Other != null)
{
BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
parts = othersector.GetSidedefParts(Sidedef.Other);
parts.SetupAllParts();
}
}
// This sets the Lower Unpegged flag
public virtual void ApplyLowerUnpegged(bool set)
{
if(!set)
{
// Remove flag
mode.CreateUndo("Remove lower-unpegged setting");
mode.SetActionResult("Removed lower-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
}
else
{
// Add flag
mode.CreateUndo("Set lower-unpegged setting");
mode.SetActionResult("Set lower-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
// Update other sidedef geometry
if(Sidedef.Other != null)
{
BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
parts = othersector.GetSidedefParts(Sidedef.Other);
parts.SetupAllParts();
}
}
// Flood-fill textures
public virtual void OnTextureFloodfill()
{
if(BuilderPlug.Me.CopiedTexture != null)
{
string oldtexture = GetTextureName();
long oldtexturelong = Lump.MakeLongName(oldtexture);
string newtexture = BuilderPlug.Me.CopiedTexture;
if(newtexture != oldtexture)
{
mode.CreateUndo("Flood-fill textures with " + newtexture);
mode.SetActionResult("Flood-filled textures with " + newtexture + ".");
mode.Renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
// Get the texture
ImageData newtextureimage = General.Map.Data.GetTextureImage(newtexture);
if(newtextureimage != null)
{
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSidedefs(true);
List<Sidedef> sides = mode.GetSelectedSidedefs();
foreach(Sidedef sd in sides) sd.Marked = false;
}
// Do the alignment
Tools.FloodfillTextures(this.Sidedef, oldtexturelong, newtextureimage, false);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes)
{
// Update the parts for this sidedef!
if(mode.VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
General.Map.Data.UpdateUsedTextures();
mode.Renderer.SetCrosshairBusy(false);
mode.ShowTargetInfo();
}
}
}
}
// Auto-align texture X offsets
public virtual void OnTextureAlign(bool alignx, bool aligny)
{
mode.CreateUndo("Auto-align textures");
mode.SetActionResult("Auto-aligned textures.");
// Make sure the texture is loaded (we need the texture size)
if(!base.Texture.IsImageLoaded) base.Texture.LoadImage();
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSidedefs(true);
List<Sidedef> sides = mode.GetSelectedSidedefs();
foreach(Sidedef sd in sides) sd.Marked = false;
}
// Do the alignment
Tools.AutoAlignTextures(this.Sidedef, base.Texture, alignx, aligny, false);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes)
{
// Update the parts for this sidedef!
if(mode.VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
}
// Select texture
public virtual void OnSelectTexture()
{
if(General.Interface.IsActiveWindow)
{
string oldtexture = GetTextureName();
string newtexture = General.Interface.BrowseTexture(General.Interface, oldtexture);
if(newtexture != oldtexture)
{
mode.ApplySelectTexture(newtexture, false);
}
}
}
// Apply Texture
public virtual void ApplyTexture(string texture)
{
mode.CreateUndo("Change texture " + texture);
SetTexture(texture);
}
// Paste texture
public virtual void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedTexture != null)
{
mode.CreateUndo("Paste texture " + BuilderPlug.Me.CopiedTexture);
mode.SetActionResult("Pasted texture " + BuilderPlug.Me.CopiedTexture + ".");
SetTexture(BuilderPlug.Me.CopiedTexture);
}
}
// Paste texture offsets
public virtual void OnPasteTextureOffsets()
{
mode.CreateUndo("Paste texture offsets");
Sidedef.OffsetX = BuilderPlug.Me.CopiedOffsets.X;
Sidedef.OffsetY = BuilderPlug.Me.CopiedOffsets.Y;
mode.SetActionResult("Pasted texture offsets " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + ".");
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
// Copy texture
public virtual void OnCopyTexture()
{
BuilderPlug.Me.CopiedTexture = GetTextureName();
if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedFlat = GetTextureName();
mode.SetActionResult("Copied texture " + GetTextureName() + ".");
}
// Copy texture offsets
public virtual void OnCopyTextureOffsets()
{
BuilderPlug.Me.CopiedOffsets = new Point(Sidedef.OffsetX, Sidedef.OffsetY);
mode.SetActionResult("Copied texture offsets " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + ".");
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedSidedefProps = new SidedefProperties(Sidedef);
mode.SetActionResult("Copied sidedef properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedSidedefProps != null)
{
mode.CreateUndo("Paste sidedef properties");
mode.SetActionResult("Pasted sidedef properties.");
BuilderPlug.Me.CopiedSidedefProps.Apply(Sidedef);
// Update sectors on both sides
BaseVisualSector front = (BaseVisualSector)mode.GetVisualSector(Sidedef.Sector);
if(front != null) front.Changed = true;
if(Sidedef.Other != null)
{
BaseVisualSector back = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
if(back != null) back.Changed = true;
}
mode.ShowTargetInfo();
}
}
// Return texture name
public virtual string GetTextureName() { return ""; }
// Select button pressed
public virtual void OnSelectBegin()
{
mode.LockTarget();
dragstartanglexy = General.Map.VisualCamera.AngleXY;
dragstartanglez = General.Map.VisualCamera.AngleZ;
dragorigin = pickintersect;
startoffsetx = Sidedef.OffsetX;
startoffsety = Sidedef.OffsetY;
prevoffsetx = Sidedef.OffsetX;
prevoffsety = Sidedef.OffsetY;
}
// Select button released
public virtual void OnSelectEnd()
{
mode.UnlockTarget();
// Was dragging?
if(uvdragging)
{
// Dragging stops now
uvdragging = false;
}
else
{
// Add/remove selection
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
}
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Linedef> linedefs = mode.GetSelectedLinedefs();
DialogResult result = General.Interface.ShowEditLinedefs(linedefs);
if(result == DialogResult.OK)
{
foreach(Linedef l in linedefs)
{
if(l.Front != null)
{
VisualSector vs = mode.GetVisualSector(l.Front.Sector);
if(vs != null)
(vs as BaseVisualSector).Changed = true;
}
if(l.Back != null)
{
VisualSector vs = mode.GetVisualSector(l.Back.Sector);
if(vs != null)
(vs as BaseVisualSector).Changed = true;
}
}
}
}
}
// Mouse moves
public virtual void OnMouseMove(MouseEventArgs e)
{
// Dragging UV?
if(uvdragging)
{
UpdateDragUV();
}
else
{
// Select button pressed?
if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
{
// Check if tolerance is exceeded to start UV dragging
float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
float deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez;
if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
{
mode.PreAction(UndoGroup.TextureOffsetChange);
mode.CreateUndo("Change texture offsets");
// Start drag now
uvdragging = true;
mode.Renderer.ShowSelection = false;
mode.Renderer.ShowHighlight = false;
UpdateDragUV();
}
}
}
}
// This is called to update UV dragging
protected virtual void UpdateDragUV()
{
float u_ray;
// Calculate intersection position
Line2D ray = new Line2D(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target);
Sidedef.Line.Line.GetIntersection(ray, out u_ray);
Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;
// Calculate offsets
Vector3D dragdelta = intersect - dragorigin;
Vector3D dragdeltaxy = dragdelta * deltaxy;
Vector3D dragdeltaz = dragdelta * deltaz;
float offsetx = dragdeltaxy.GetLength();
float offsety = dragdeltaz.GetLength();
if((Math.Sign(dragdeltaxy.x) < 0) || (Math.Sign(dragdeltaxy.y) < 0) || (Math.Sign(dragdeltaxy.z) < 0)) offsetx = -offsetx;
if((Math.Sign(dragdeltaz.x) < 0) || (Math.Sign(dragdeltaz.y) < 0) || (Math.Sign(dragdeltaz.z) < 0)) offsety = -offsety;
// Apply offsets
int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
int newoffsety = startoffsety + (int)Math.Round(offsety);
mode.ApplyTextureOffsetChange(prevoffsetx - newoffsetx, prevoffsety - newoffsety);
prevoffsetx = newoffsetx;
prevoffsety = newoffsety;
mode.ShowTargetInfo();
}
// Sector brightness change
public virtual void OnChangeTargetBrightness(bool up)
{
if(!Sector.Changed)
{
// Change brightness
mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
if(up)
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
else
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
Sector.Sector.UpdateCache();
// Rebuild sector
Sector.Changed = true;
// Go for all things in this sector
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == Sector.Sector)
{
if(mode.VisualThingExists(t))
{
// Update thing
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
vt.Changed = true;
}
}
}
}
}
// Texture offset change
public virtual void OnChangeTextureOffset(int horizontal, int vertical)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture offsets");
// Apply offsets
Sidedef.OffsetX -= horizontal;
Sidedef.OffsetY -= vertical;
mode.SetActionResult("Changed texture offsets to " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + ".");
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
#endregion
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal class BaseVisualSector : VisualSector
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
protected VisualFloor floor;
protected VisualCeiling ceiling;
protected Dictionary<Sidedef, VisualSidedefParts> sides;
// If this is set to true, the sector will be rebuilt after the action is performed.
protected bool changed;
#endregion
#region ================== Properties
public VisualFloor Floor { get { return floor; } }
public VisualCeiling Ceiling { get { return ceiling; } }
public bool Changed { get { return changed; } set { changed |= value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
{
this.mode = mode;
// Initialize
Rebuild();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!IsDisposed)
{
// Clean up
sides = null;
floor = null;
ceiling = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// Thisvirtuals the secotr and neightbours if needed
public void UpdateSectorGeometry(bool includeneighbours)
{
// Rebuild sector
this.Changed = true;
// Go for all things in this sector
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == this.Sector)
{
if(mode.VisualThingExists(t))
{
// Update thing
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
vt.Changed = true;
}
}
}
if(includeneighbours)
{
// Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted
foreach(Sidedef sd in this.Sector.Sidedefs)
{
if(sd.Other != null)
{
if(mode.VisualSectorExists(sd.Other.Sector))
{
BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector);
bvs.Changed = true;
}
}
}
}
}
// This (re)builds the visual sector, calculating all geometry from scratch
public void Rebuild()
{
// Forget old geometry
base.ClearGeometry();
// Create floor
if(floor == null) floor = new VisualFloor(mode, this);
floor.Setup();
base.AddGeometry(floor);
// Create ceiling
if(ceiling == null) ceiling = new VisualCeiling(mode, this);
ceiling.Setup();
base.AddGeometry(ceiling);
// Go for all sidedefs
Dictionary<Sidedef, VisualSidedefParts> oldsides = sides ?? new Dictionary<Sidedef, VisualSidedefParts>(1);
sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
foreach(Sidedef sd in base.Sector.Sidedefs)
{
// VisualSidedef already exists?
VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts();
// Doublesided or singlesided?
if(sd.Other != null)
{
// Create upper part
VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd);
vu.Setup();
base.AddGeometry(vu);
// Create lower part
VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd);
vl.Setup();
base.AddGeometry(vl);
// Create middle part
VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
vm.Setup();
base.AddGeometry(vm);
// Store
sides.Add(sd, new VisualSidedefParts(vu, vl, vm));
}
else
{
// Create middle part
VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd);
vm.Setup();
base.AddGeometry(vm);
// Store
sides.Add(sd, new VisualSidedefParts(vm));
}
}
// Done
changed = false;
}
// This returns the visual sidedef parts for a given sidedef
public VisualSidedefParts GetSidedefParts(Sidedef sd)
{
if(sides.ContainsKey(sd))
return sides[sd];
else
return new VisualSidedefParts();
}
#endregion
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal class BaseVisualThing : VisualThing, IVisualEventReceiver
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
private ThingTypeInfo info;
private bool isloaded;
private ImageData sprite;
private float cageradius2;
private Vector2D pos2d;
private Vector3D boxp1;
private Vector3D boxp2;
// Undo/redo
private int undoticket;
// If this is set to true, the thing will be rebuilt after the action is performed.
protected bool changed;
#endregion
#region ================== Properties
public bool Changed { get { return changed; } set { changed |= value; } }
#endregion
#region ================== Constructor / Setup
// Constructor
public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
{
this.mode = mode;
Rebuild();
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the thing geometry. Returns false when nothing was created.
public virtual bool Setup()
{
PixelColor sectorcolor = new PixelColor(255, 255, 255, 255);
// Must have a width and height!
if((info.Radius < 0.1f) || (info.Height < 0.1f)) return false;
// Find the sector in which the thing resides
Thing.DetermineSector(mode.BlockMap);
if(sprite != null)
{
if(Thing.Sector != null)
{
// Use sector brightness for color shading
byte brightness = (byte)General.Clamp(Thing.Sector.Brightness, 0, 255);
sectorcolor = new PixelColor(255, brightness, brightness, brightness);
}
// 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;
}
// Scale by thing type/actor scale
// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
radius *= info.SpriteScale.Width;
height *= info.SpriteScale.Height;
offsetx *= info.SpriteScale.Width;
offsety *= info.SpriteScale.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 1.0f, 1.0f);
SetVertices(verts);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
float radius = Math.Min(info.Radius, info.Height / 2f);
float height = Math.Min(info.Radius * 2f, info.Height);
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor.ToInt(), 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor.ToInt(), 1.0f, 1.0f);
SetVertices(verts);
}
}
// Determine position
Vector3D pos = Thing.Position;
if(info.AbsoluteZ)
{
// Absolute Z position
pos.z = Thing.Position.z;
}
else if(info.Hangs)
{
// Hang from ceiling
if(Thing.Sector != null) pos.z = Thing.Sector.CeilHeight - info.Height;
if(Thing.Position.z > 0) pos.z -= Thing.Position.z;
// Check if below floor
if((Thing.Sector != null) && (pos.z < Thing.Sector.FloorHeight))
{
// Put thing on the floor
pos.z = Thing.Sector.FloorHeight;
}
}
else
{
// Stand on floor
if(Thing.Sector != null) pos.z = Thing.Sector.FloorHeight;
if(Thing.Position.z > 0) pos.z += Thing.Position.z;
// Check if above ceiling
if((Thing.Sector != null) && ((pos.z + info.Height) > Thing.Sector.CeilHeight))
{
// Put thing against ceiling
pos.z = Thing.Sector.CeilHeight - info.Height;
}
}
// Apply settings
SetPosition(pos);
SetCageSize(info.Radius, info.Height);
SetCageColor(Thing.Color);
// Keep info for object picking
cageradius2 = info.Radius * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
pos2d = pos;
boxp1 = new Vector3D(pos.x - info.Radius, pos.y - info.Radius, pos.z);
boxp2 = new Vector3D(pos.x + info.Radius, pos.y + info.Radius, pos.z + info.Height);
// Done
changed = false;
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()
{
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
// Setup visual thing
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
// See http://www.masm32.com/board/index.php?topic=9941.0
// 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;
}
#endregion
#region ================== Events
// Unused
public virtual void OnSelectBegin() { }
public virtual void OnEditBegin() { }
public virtual void OnMouseMove(MouseEventArgs e) { }
public virtual void OnChangeTargetBrightness(bool up) { }
public virtual void OnChangeTextureOffset(int horizontal, int vertical) { }
public virtual void OnSelectTexture() { }
public virtual void OnCopyTexture() { }
public virtual void OnPasteTexture() { }
public virtual void OnCopyTextureOffsets() { }
public virtual void OnPasteTextureOffsets() { }
public virtual void OnTextureAlign(bool alignx, bool aligny) { }
public virtual void OnToggleUpperUnpegged() { }
public virtual void OnToggleLowerUnpegged() { }
public virtual void OnResetTextureOffset() { }
public virtual void OnProcess(double deltatime) { }
public virtual void OnTextureFloodfill() { }
public virtual void OnInsert() { }
public virtual void OnDelete() { }
public virtual void ApplyTexture(string texture) { }
public virtual void ApplyUpperUnpegged(bool set) { }
public virtual void ApplyLowerUnpegged(bool set) { }
// Return texture name
public virtual string GetTextureName() { return ""; }
// Select or deselect
public virtual void OnSelectEnd()
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing);
mode.SetActionResult("Copied thing properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedThingProps != null)
{
mode.CreateUndo("Paste thing properties");
mode.SetActionResult("Pasted thing properties.");
BuilderPlug.Me.CopiedThingProps.Apply(Thing);
Thing.UpdateConfiguration();
this.Rebuild();
mode.ShowTargetInfo();
}
}
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Thing> things = mode.GetSelectedThings();
DialogResult result = General.Interface.ShowEditThings(things);
if(result == DialogResult.OK)
{
foreach(Thing t in things)
{
VisualThing vt = mode.GetVisualThing(t);
if(vt != null)
(vt as BaseVisualThing).Changed = true;
}
}
}
}
// Raise/lower thing
public virtual void OnChangeTargetHeight(int amount)
{
if(General.Map.FormatInterface.HasThingHeight)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change thing height");
Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (float)amount));
mode.SetActionResult("Changed thing height to " + Thing.Position.z + ".");
this.Changed = true;
}
}
#endregion
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal interface IVisualEventReceiver
{
// The events that must be handled
void OnSelectBegin();
void OnSelectEnd();
void OnEditBegin();
void OnEditEnd();
void OnMouseMove(MouseEventArgs e);
void OnChangeTargetHeight(int amount);
void OnChangeTargetBrightness(bool up);
void OnChangeTextureOffset(int horizontal, int vertical);
void OnResetTextureOffset();
void OnSelectTexture();
void OnCopyTexture();
void OnPasteTexture();
void OnCopyTextureOffsets();
void OnPasteTextureOffsets();
void OnCopyProperties();
void OnPasteProperties();
void OnTextureAlign(bool alignx, bool aligny);
void OnTextureFloodfill();
void OnToggleUpperUnpegged();
void OnToggleLowerUnpegged();
void OnProcess(double deltatime);
void OnInsert();
void OnDelete();
// Assist functions
void ApplyTexture(string texture);
void ApplyUpperUnpegged(bool set);
void ApplyLowerUnpegged(bool set);
// Other methods
string GetTextureName();
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
// This doesn't do jack shit.
internal class NullVisualEventReceiver : IVisualEventReceiver
{
public NullVisualEventReceiver()
{
}
public void OnSelectBegin()
{
}
public void OnSelectEnd()
{
}
public void OnEditBegin()
{
}
public void OnEditEnd()
{
}
public void OnMouseMove(MouseEventArgs e)
{
}
public void OnChangeTargetHeight(int amount)
{
}
public void OnChangeTargetBrightness(bool up)
{
}
public void OnChangeTextureOffset(int horizontal, int vertical)
{
}
public void OnResetTextureOffset()
{
}
public void OnSelectTexture()
{
}
public void OnCopyTexture()
{
}
public void OnPasteTexture()
{
}
public void OnCopyTextureOffsets()
{
}
public void OnPasteTextureOffsets()
{
}
public void OnCopyProperties()
{
}
public void OnPasteProperties()
{
}
public void OnTextureAlign(bool alignx, bool aligny)
{
}
public void OnTextureFloodfill()
{
}
public void OnToggleUpperUnpegged()
{
}
public void OnToggleLowerUnpegged()
{
}
public void OnProcess(double deltatime)
{
}
public void OnInsert()
{
}
public void OnDelete()
{
}
public void ApplyTexture(string texture)
{
}
public void ApplyUpperUnpegged(bool set)
{
}
public void ApplyLowerUnpegged(bool set)
{
}
public string GetTextureName()
{
return "";
}
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
public struct VisualActionResult
{
/// <summary>
/// Status description to show after action hasbeen performed. Set to null to show no message.
/// </summary>
public string displaystatus;
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualCeiling : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
WorldVertex[] verts;
WorldVertex v;
Sector s = base.Sector.Sector;
float xpan, ypan, xscale, yscale, rotate;
int color, light;
bool absolute;
Vector2D texscale;
try
{
// Fetch ZDoom fields
xpan = s.Fields.ContainsKey("xpanningceiling") ? (float)s.Fields["xpanningceiling"].Value : 0.0f;
ypan = s.Fields.ContainsKey("ypanningceiling") ? (float)s.Fields["ypanningceiling"].Value : 0.0f;
xscale = s.Fields.ContainsKey("xscaleceiling") ? (float)s.Fields["xscaleceiling"].Value : 1.0f;
yscale = s.Fields.ContainsKey("yscaleceiling") ? (float)s.Fields["yscaleceiling"].Value : 1.0f;
rotate = s.Fields.ContainsKey("rotationceiling") ? (float)s.Fields["rotationceiling"].Value : 0.0f;
color = s.Fields.ContainsKey("lightcolor") ? (int)s.Fields["lightcolor"].Value : -1;
light = s.Fields.ContainsKey("lightceiling") ? (int)s.Fields["lightceiling"].Value : 0;
absolute = s.Fields.ContainsKey("lightceilingabsolute") ? (bool)s.Fields["lightceilingabsolute"].Value : false;
}
catch(Exception) { return false; }
// Load floor texture
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = s.LongCeilTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = s.LongCeilTexture;
}
// Determine texture scale
if(base.Texture.IsImageLoaded)
texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
// Prepare for math!
rotate = Angle2D.DegToRad(rotate);
Vector2D scale = new Vector2D(xscale, yscale);
Vector2D offset = new Vector2D(xpan, ypan);
if(!absolute) light = s.Brightness + light;
PixelColor lightcolor = PixelColor.FromInt(color);
PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(light));
PixelColor finalcolor = PixelColor.Modulate(lightcolor, brightness);
color = finalcolor.WithAlpha(255).ToInt();
// Make vertices
verts = new WorldVertex[s.Triangles.Vertices.Count];
for(int i = 0; i < s.Triangles.Vertices.Count; i++)
{
// Color shading
verts[i].c = color;
// Vertex coordinates
verts[i].x = s.Triangles.Vertices[i].x;
verts[i].y = s.Triangles.Vertices[i].y;
verts[i].z = (float)s.CeilHeight;
// Texture coordinates
Vector2D pos = s.Triangles.Vertices[i];
pos = pos.GetRotated(rotate);
pos.y = -pos.y;
pos = (pos + offset) * scale * texscale;
verts[i].u = pos.x;
verts[i].v = pos.y;
}
// The sector triangulation created clockwise triangles that
// are right up for the floor. For the ceiling we must flip
// the triangles upside down.
// Swap some vertices to flip all triangles
for(int i = 0; i < verts.Length; i += 3)
{
// Swap
v = verts[i];
verts[i] = verts[i + 1];
verts[i + 1] = v;
}
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
// Paste texture
public override void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
mode.CreateUndo("Paste ceiling " + BuilderPlug.Me.CopiedFlat);
mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on ceiling.");
SetTexture(BuilderPlug.Me.CopiedFlat);
this.Setup();
}
}
// This changes the height
protected override void ChangeHeight(int amount)
{
mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, this.Sector.Sector.FixedIndex);
this.Sector.Sector.CeilHeight += amount;
mode.SetActionResult("Changed ceiling height to " + Sector.Sector.CeilHeight + ".");
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float planez = (float)Sector.Sector.CeilHeight;
// Check if line crosses the z height
if((from.z < planez) && (to.z > planez))
{
// Calculate intersection point using the z height
pickrayu = (planez - from.z) / (to.z - from.z);
pickintersect = from + (to - from) * pickrayu;
// Intersection point within bbox?
RectangleF bbox = Sector.Sector.BBox;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
else
{
// Not even crossing the z height (or not in the right direction)
return false;
}
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
u_ray = pickrayu;
// Check on which side of the nearest sidedef we are
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
float side = sd.Line.SideOfLine(pickintersect);
return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
}
// Return texture name
public override string GetTextureName()
{
return this.Sector.Sector.CeilTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sector.Sector.SetCeilTexture(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualFloor : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
WorldVertex[] verts;
Sector s = base.Sector.Sector;
float xpan, ypan, xscale, yscale, rotate;
int color, light;
bool absolute;
Vector2D texscale;
try
{
// Fetch ZDoom fields
xpan = s.Fields.ContainsKey("xpanningfloor") ? (float)s.Fields["xpanningfloor"].Value : 0.0f;
ypan = s.Fields.ContainsKey("ypanningfloor") ? (float)s.Fields["ypanningfloor"].Value : 0.0f;
xscale = s.Fields.ContainsKey("xscalefloor") ? (float)s.Fields["xscalefloor"].Value : 1.0f;
yscale = s.Fields.ContainsKey("yscalefloor") ? (float)s.Fields["yscalefloor"].Value : 1.0f;
rotate = s.Fields.ContainsKey("rotationfloor") ? (float)s.Fields["rotationfloor"].Value : 0.0f;
color = s.Fields.ContainsKey("lightcolor") ? (int)s.Fields["lightcolor"].Value : -1;
light = s.Fields.ContainsKey("lightfloor") ? (int)s.Fields["lightfloor"].Value : 0;
absolute = s.Fields.ContainsKey("lightfloorabsolute") ? (bool)s.Fields["lightfloorabsolute"].Value : false;
}
catch(Exception) { return false; }
// Load floor texture
base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = s.LongFloorTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = s.LongFloorTexture;
}
// Determine texture scale
if(base.Texture.IsImageLoaded)
texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
// Prepare for math!
rotate = Angle2D.DegToRad(rotate);
Vector2D scale = new Vector2D(xscale, yscale);
Vector2D offset = new Vector2D(xpan, ypan);
if(!absolute) light = s.Brightness + light;
PixelColor lightcolor = PixelColor.FromInt(color);
PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(light));
PixelColor finalcolor = PixelColor.Modulate(lightcolor, brightness);
color = finalcolor.WithAlpha(255).ToInt();
// Make vertices
verts = new WorldVertex[s.Triangles.Vertices.Count];
for(int i = 0; i < s.Triangles.Vertices.Count; i++)
{
// Color shading
verts[i].c = color;
// Vertex coordinates
verts[i].x = s.Triangles.Vertices[i].x;
verts[i].y = s.Triangles.Vertices[i].y;
verts[i].z = (float)s.FloorHeight;
// Texture coordinates
Vector2D pos = s.Triangles.Vertices[i];
pos = pos.GetRotated(rotate);
pos.y = -pos.y;
pos = (pos + offset) * scale * texscale;
verts[i].u = pos.x;
verts[i].v = pos.y;
}
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
// Paste texture
public override void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
mode.CreateUndo("Paste floor " + BuilderPlug.Me.CopiedFlat);
mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on floor.");
SetTexture(BuilderPlug.Me.CopiedFlat);
this.Setup();
}
}
// This changes the height
protected override void ChangeHeight(int amount)
{
mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, this.Sector.Sector.FixedIndex);
this.Sector.Sector.FloorHeight += amount;
mode.SetActionResult("Changed floor height to " + Sector.Sector.FloorHeight + ".");
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float planez = (float)Sector.Sector.FloorHeight;
// Check if line crosses the z height
if((from.z > planez) && (to.z < planez))
{
// Calculate intersection point using the z height
pickrayu = (planez - from.z) / (to.z - from.z);
pickintersect = from + (to - from) * pickrayu;
// Intersection point within bbox?
RectangleF bbox = Sector.Sector.BBox;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
else
{
// Not even crossing the z height (or not in the right direction)
return false;
}
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
u_ray = pickrayu;
// Check on which side of the nearest sidedef we are
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
float side = sd.Line.SideOfLine(pickintersect);
return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
}
// Return texture name
public override string GetTextureName()
{
return this.Sector.Sector.FloorTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sector.Sector.SetFloorTexture(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualLower : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Sidedef.Other.Sector.FloorHeight;
float geobottom = (float)Sidedef.Sector.FloorHeight;
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
// Texture given?
if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongLowTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongLowTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Determine texture coordinates
// See http://doom.wikia.com/wiki/Texture_alignment
// We just use pixels for coordinates for now
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
t1.y = (float)Sidedef.Sector.CeilHeight - geotop;
}
t2.x = t1.x + Sidedef.Line.Length;
t2.y = t1.y + geoheight;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
}
else
{
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
}
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
// Keep properties
base.top = geotop;
base.bottom = geobottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
else
{
// No geometry for invisible wall
base.top = geotop;
base.bottom = geobottom;
WorldVertex[] verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.LowTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureLow(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

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@ -0,0 +1,214 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualMiddleDouble : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleDouble(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// Set render pass
this.RenderPass = RenderPass.Mask;
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
WorldVertex[] verts;
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
float geobottom = (float)Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
// Texture given?
if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
float textop, texbottom;
float cliptop = 0.0f;
float clipbottom = 0.0f;
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Because the middle texture on a double sided line does not repeat vertically,
// we first determine the visible portion of the texture
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
textop = geobottom + tsz.y;
else
textop = geotop;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets)
{
textop += Sidedef.OffsetY * base.Texture.Scale.y;
}
else
{
textop += Sidedef.OffsetY;
}
// Calculate texture portion bottom
texbottom = textop - tsz.y;
// Clip texture portion by geometry
if(geotop < textop) { cliptop = textop - geotop; textop = geotop; }
if(geobottom > texbottom) { clipbottom = geobottom - texbottom; texbottom = geobottom; }
// Check if anything is still visible
if((textop - texbottom) > 0.001f)
{
// Determine texture coordinatess
t1.y = cliptop;
t2.y = tsz.y - clipbottom;
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1.x = Sidedef.OffsetX * base.Texture.Scale.x;
}
else
{
t1.x = Sidedef.OffsetX;
}
t2.x = t1.x + Sidedef.Line.Length;
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, texbottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, textop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, textop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, texbottom, brightness, t2.x, t2.y);
// Keep properties
base.top = textop;
base.bottom = texbottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
}
}
// No geometry for invisible wall
base.top = geotop;
base.bottom = geotop; // bottom same as top so that it has a height of 0 (otherwise it will still be picked up by object picking)
verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

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@ -0,0 +1,193 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualMiddleSingle : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleSingle(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Sidedef.Sector.CeilHeight;
float geobottom = (float)Sidedef.Sector.FloorHeight;
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
// Texture given?
if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Determine texture coordinates
// See http://doom.wikia.com/wiki/Texture_alignment
// We just use pixels for coordinates for now
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the middle texture is bound to the bottom
t1.y = tsz.y - geoheight;
}
t2.x = t1.x + Sidedef.Line.Length;
t2.y = t1.y + geoheight;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
}
else
{
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
}
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
// Keep properties
base.top = geotop;
base.bottom = geobottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
else
{
// No geometry for invisible wall
base.top = geotop;
base.bottom = geobottom;
WorldVertex[] verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

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@ -0,0 +1,74 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal struct VisualSidedefParts
{
// Members
public VisualUpper upper;
public VisualLower lower;
public VisualMiddleDouble middledouble;
public VisualMiddleSingle middlesingle;
// Constructor
public VisualSidedefParts(VisualUpper u, VisualLower l, VisualMiddleDouble m)
{
this.upper = u;
this.lower = l;
this.middledouble = m;
this.middlesingle = null;
}
// Constructor
public VisualSidedefParts(VisualMiddleSingle m)
{
this.upper = null;
this.lower = null;
this.middledouble = null;
this.middlesingle = m;
}
// This calls Setup() on all parts
public void SetupAllParts()
{
if(lower != null) lower.Setup();
if(middledouble != null) middledouble.Setup();
if(middlesingle != null) middlesingle.Setup();
if(upper != null) upper.Setup();
}
}
}

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@ -0,0 +1,194 @@
#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.GZDoomEditing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal sealed class VisualUpper : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualUpper(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Sidedef.Sector.CeilHeight;
float geobottom = (float)Sidedef.Other.Sector.CeilHeight;
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
// Texture given?
if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongHighTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongHighTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Determine texture coordinates
// See http://doom.wikia.com/wiki/Texture_alignment
// We just use pixels for coordinates for now
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// When upper unpegged is NOT set, the upper texture is bound to the bottom
t1.y = tsz.y - geoheight;
}
t2.x = t1.x + Sidedef.Line.Length;
t2.y = t1.y + geoheight;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
}
else
{
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
}
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
// Keep properties
base.top = geotop;
base.bottom = geobottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
else
{
// No geometry for invisible wall
base.top = geotop;
base.bottom = geobottom;
WorldVertex[] verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.HighTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureHigh(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}

View file

@ -20,7 +20,7 @@ maps
backoffsety = 0;
backscalex = 100;
backscaley = 100;
gridsize = 32;
gridsize = 2;
}

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