@ work on (G)ZDoom Editing plugin

This commit is contained in:
codeimp 2010-09-03 06:03:28 +00:00
parent 21c48f78e0
commit 6e26ced98e
2 changed files with 106 additions and 47 deletions

View file

@ -135,7 +135,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Initialize
this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
this.selectedobjects = new List<IVisualEventReceiver>();
this.sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
// We have no destructor
GC.SuppressFinalize(this);
@ -158,20 +157,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
#region ================== Methods
// This requests a sector's extra data
internal SectorData GetSectorData(Sector s)
{
if(sectordata.ContainsKey(s))
{
return sectordata[s];
}
else
{
// TODO: Build the sector data now?
return new SectorData(this, s);
}
}
// This calculates brightness level
internal int CalculateBrightness(int level)
{
@ -427,6 +412,53 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
#endregion
#region ================== Extended Methods
// This requests a sector's extra data
internal SectorData GetSectorData(Sector s)
{
// Make fresh sector data when it doesn't exist yet
if(!sectordata.ContainsKey(s))
sectordata[s] = new SectorData(s);
return sectordata[s];
}
// This rebuilds the sector data
internal void RebuildSectorData()
{
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
// Find interesting linedefs (such as line slopes)
foreach(Linedef l in General.Map.Map.Linedefs)
{
// Plane Align (see http://zdoom.org/wiki/Plane_Align)
if(l.Action == 181)
{
// Slope front
if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
{
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddLinedef(l);
}
// Slope back
if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
{
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddLinedef(l);
}
}
}
// Find interesting things (such as vertex and sector slopes)
foreach(Thing t in General.Map.Map.Things)
{
}
}
#endregion
#region ================== Events
// Help!
@ -443,6 +475,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Read settings
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
RebuildSectorData();
}
// When returning to another mode
@ -562,7 +596,7 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
protected override void ResourcesReloaded()
{
base.ResourcesReloaded();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
RebuildSectorData();
PickTarget();
}

View file

@ -20,15 +20,24 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Sector for which this data is
private Sector sector;
// Levels have been built?
private bool built;
// First level is the sector's absolute ceiling
// Last level is the sector's absolute floor
private List<SectorLevel> levels;
// Linedefs and Things of interest when building the levels
// See RebuildSectorData() in BaseVisualMode.cs for the logic which selects interesting elements
private List<Linedef> linedefs;
private List<Thing> things;
#endregion
#region ================== Properties
public Sector Sector { get { return sector; } }
public bool Built { get { return built; } }
public List<SectorLevel> Levels { get { return levels; } }
#endregion
@ -36,46 +45,62 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
#region ================== Constructor / Destructor
// Constructor
public SectorData(BaseVisualMode mode, Sector s)
public SectorData(Sector s)
{
int color = -1, light = s.Brightness;
bool absolute = true;
// Initialize
this.sector = s;
this.built = false;
this.levels = new List<SectorLevel>(2);
// Create floor
SectorLevel fl = new SectorLevel();
fl.type = SectorLevelType.Floor;
fl.plane = new Plane(new Vector3D(0, 0, 1), s.FloorHeight);
fl.color = -1;
this.levels.Add(fl);
// Create ceiling
SectorLevel cl = new SectorLevel();
cl.type = SectorLevelType.Ceiling;
cl.plane = new Plane(new Vector3D(0, 0, -1), s.CeilHeight);
try
{
// Fetch ZDoom fields
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) { }
if(!absolute) light = s.Brightness + light;
PixelColor lightcolor = PixelColor.FromInt(color);
PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(light));
PixelColor finalcolor = PixelColor.Modulate(lightcolor, brightness);
cl.color = finalcolor.WithAlpha(255).ToInt();
this.levels.Add(cl);
this.linedefs = new List<Linedef>(1);
this.things = new List<Thing>(1);
}
#endregion
#region ================== Public Methods
// This adds a linedef that of interest to this sector, because it modifies the sector
public void AddLinedef(Linedef l) { linedefs.Add(l); }
// This adds a thing that of interest to this sector, because it modifies the sector
public void AddThing(Thing t) { things.Add(t); }
// This creates the levels with the things and linedefs of interest
public void BuildLevels(BaseVisualMode mode)
{
int color = -1, light = sector.Brightness;
bool absolute = true;
// Create floor
SectorLevel fl = new SectorLevel();
fl.type = SectorLevelType.Floor;
fl.plane = new Plane(new Vector3D(0, 0, 1), sector.FloorHeight);
fl.color = -1;
levels.Add(fl);
// Create ceiling
SectorLevel cl = new SectorLevel();
cl.type = SectorLevelType.Ceiling;
cl.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight);
try
{
// Fetch ZDoom fields
color = sector.Fields.ContainsKey("lightcolor") ? (int)sector.Fields["lightcolor"].Value : -1;
light = sector.Fields.ContainsKey("lightfloor") ? (int)sector.Fields["lightfloor"].Value : 0;
absolute = sector.Fields.ContainsKey("lightfloorabsolute") ? (bool)sector.Fields["lightfloorabsolute"].Value : false;
}
catch(Exception) { }
if(!absolute) light = sector.Brightness + light;
PixelColor lightcolor = PixelColor.FromInt(color);
PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(light));
PixelColor finalcolor = PixelColor.Modulate(lightcolor, brightness);
cl.color = finalcolor.WithAlpha(255).ToInt();
levels.Add(cl);
// Done
built = true;
}
#endregion
}
}