#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.VisualModes { public enum PickingMode { Default, SlopeHandles } /// /// Provides specialized functionality for a visual (3D) Doom Builder editing mode. /// public abstract class VisualMode : EditMode { #region ================== Constants private const double MOVE_SPEED_MULTIPLIER = 0.001; #endregion #region ================== Variables // Graphics protected IRenderer3D renderer; // Options private bool processgeometry; private bool processthings; // Input private bool keyforward; private bool keybackward; private bool keyleft; private bool keyright; private bool keyup; private bool keydown; //mxd private List selectedVisualThings; private List selectedVisualSectors; protected Dictionary vertices; private static Vector2D initialcameraposition; //used in "Play From Here" Action private Thing playerStart; private Vector3D playerStartPosition; private double playerStartAngle; // For picking protected PickingMode pickingmode; // Map protected VisualBlockMap blockmap; protected Dictionary allthings; protected Dictionary allsectors; protected Dictionary> allslopehandles; protected List visibleblocks; protected List visiblethings; protected List visiblesectors; protected List visiblegeometry; #endregion #region ================== Properties public bool ProcessGeometry { get { return processgeometry; } set { processgeometry = value; } } public bool ProcessThings { get { return processthings; } set { processthings = value; } } public VisualBlockMap BlockMap { get { return blockmap; } } public Dictionary VisualVertices { get { return vertices; } } //mxd public Dictionary> AllSlopeHandles { get { return allslopehandles; } } // Rendering public IRenderer3D Renderer { get { return renderer; } } #endregion #region ================== Constructor / Disposer /// /// Provides specialized functionality for a visual (3D) Doom Builder editing mode. /// protected VisualMode() { // Initialize this.renderer = General.Map.Renderer3D; this.blockmap = new VisualBlockMap(); this.allsectors = new Dictionary(General.Map.Map.Sectors.Count); this.allthings = new Dictionary(General.Map.Map.Things.Count); this.allslopehandles = new Dictionary>(General.Map.Map.Sectors.Count); this.visibleblocks = new List(); this.visiblesectors = new List(50); this.visiblegeometry = new List(200); this.visiblethings = new List(100); this.processgeometry = true; this.processthings = true; this.vertices = new Dictionary(); //mxd this.pickingmode = PickingMode.Default; //mxd. Synch camera position to cursor position or center of the screen in 2d-mode if(General.Settings.GZSynchCameras && General.Editing.Mode is ClassicMode) { ClassicMode oldmode = (ClassicMode)General.Editing.Mode; if(oldmode.IsMouseInside) initialcameraposition = new Vector2D(oldmode.MouseMapPos.x, oldmode.MouseMapPos.y); else initialcameraposition = new Vector2D(General.Map.CRenderer2D.Viewport.Left + General.Map.CRenderer2D.Viewport.Width / 2.0f, General.Map.CRenderer2D.Viewport.Top + General.Map.CRenderer2D.Viewport.Height / 2.0f); } } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up foreach(KeyValuePair s in allsectors) s.Value.Dispose(); blockmap.Dispose(); visiblesectors = null; visiblegeometry = null; visibleblocks = null; visiblethings = null; allsectors = null; allthings = null; blockmap = null; //mxd selectedVisualSectors = null; selectedVisualThings = null; // Done base.Dispose(); } } #endregion #region ================== Start / Stop // Mode is engaged public override void OnEngage() { base.OnEngage(); // Update projection (mxd) General.Map.CRenderer3D.CreateProjection(); // Update the used textures General.Map.Data.UpdateUsedTextures(); // Fill the blockmap FillBlockMap(); //mxd. Synch camera position to cursor position or center of the screen in 2d-mode if(General.Settings.GZSynchCameras) { // Keep previous camera position if Control is held and camera was previously moved in Visual mode if(!General.Interface.CtrlState || General.Map.VisualCamera.Position.GetLengthSq() == 0) { //If initial position is inside or nearby a sector - adjust camera.z accordingly double posz = General.Map.VisualCamera.Position.z; Sector nearestsector = General.Map.Map.GetSectorByCoordinates(initialcameraposition, blockmap); if(nearestsector == null) { Linedef nearestline = MapSet.NearestLinedef(General.Map.Map.Linedefs, initialcameraposition); if(nearestline != null) { double side = nearestline.SideOfLine(initialcameraposition); Sidedef nearestside = (side < 0.0f ? nearestline.Front : nearestline.Back) ?? (side < 0.0f ? nearestline.Back : nearestline.Front); if(nearestside != null) nearestsector = nearestside.Sector; } } if(nearestsector != null) { int sectorheight = nearestsector.CeilHeight - nearestsector.FloorHeight; if(sectorheight < 41) posz = nearestsector.FloorHeight + Math.Max(16, sectorheight / 2); else if(General.Map.VisualCamera.Position.z < nearestsector.FloorHeight + 41) posz = nearestsector.FloorHeight + 41; // same as in doom else if(General.Map.VisualCamera.Position.z > nearestsector.CeilHeight) posz = nearestsector.CeilHeight - 4; } General.Map.VisualCamera.Position = new Vector3D(initialcameraposition.x, initialcameraposition.y, posz); } } else { General.Map.VisualCamera.PositionAtThing(); } // Start special input mode General.Interface.EnableProcessing(); General.Interface.StartExclusiveMouseInput(); } // Mode is disengaged public override void OnDisengage() { base.OnDisengage(); // Dispose foreach(KeyValuePair vs in allsectors) if(vs.Value != null) vs.Value.Dispose(); // Dispose foreach(KeyValuePair vt in allthings) if(vt.Value != null) vt.Value.Dispose(); // Apply camera position to thing General.Map.VisualCamera.ApplyToThing(); // Do not leave the sector on the camera General.Map.VisualCamera.Sector = null; //mxd selectedVisualSectors = null; selectedVisualThings = null; //mxd. Extra floors may've been edited General.Map.Renderer2D.UpdateExtraFloorFlag(); // Stop special input mode General.Interface.DisableProcessing(); General.Interface.StopExclusiveMouseInput(); } #endregion #region ================== Events public override bool OnUndoBegin() { renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); return base.OnUndoBegin(); } public override void OnUndoEnd() { base.OnUndoEnd(); ResourcesReloadedPartial(); renderer.SetCrosshairBusy(false); } public override bool OnRedoBegin() { renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); return base.OnRedoBegin(); } public override void OnRedoEnd() { base.OnRedoEnd(); ResourcesReloadedPartial(); renderer.SetCrosshairBusy(false); } public override void OnReloadResources() { base.OnReloadResources(); ResourcesReloaded(); } //mxd public override bool OnMapTestBegin(bool testFromCurrentPosition) { if(testFromCurrentPosition) { //find Single Player Start. Should have Type 1 in all games Thing start = null; foreach(Thing t in General.Map.Map.Things) { if(t.Type == 1) { //store thing and position start = t; break; } } if(start == null) { General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: no Player 1 start found!"); return false; } //now check if camera is located inside a sector Vector3D camPos = General.Map.VisualCamera.Position; Sector s = General.Map.Map.GetSectorByCoordinates(new Vector2D(camPos.x, camPos.y), blockmap); if(s == null) { General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: cursor is not inside sector!"); return false; } //41 = player's height in Doom. Is that so in all other games as well? if(s.CeilHeight - s.FloorHeight < 41) { General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!"); return false; } //check camera Z double pz = camPos.z - s.FloorHeight; int ceilRel = s.CeilHeight - s.FloorHeight - 41; //relative ceiling height if(pz > ceilRel) pz = ceilRel; //above ceiling? else if(pz < 0) pz = 0; //below floor? //store initial position playerStart = start; playerStartPosition = start.Position; playerStartAngle = start.Angle; //everything should be valid, let's move player start here start.Move(new Vector3D(camPos.x, camPos.y, pz)); start.Rotate(General.Map.VisualCamera.AngleXY - Angle2D.PI);// (float)Math.PI); } return true; } //mxd public override void OnMapTestEnd(bool testFromCurrentPosition) { if(testFromCurrentPosition) { //restore position playerStart.Move(playerStartPosition); playerStart.Rotate(playerStartAngle); playerStart = null; } } #endregion #region ================== Input // Mouse input public override void OnMouseInput(Vector2D delta) { base.OnMouseInput(delta); General.Map.VisualCamera.ProcessMouseInput(delta); } [BeginAction("moveforward", BaseAction = true)] public virtual void BeginMoveForward() { keyforward = true; } [EndAction("moveforward", BaseAction = true)] public virtual void EndMoveForward() { keyforward = false; } [BeginAction("movebackward", BaseAction = true)] public virtual void BeginMoveBackward() { keybackward = true; } [EndAction("movebackward", BaseAction = true)] public virtual void EndMoveBackward() { keybackward = false; } [BeginAction("moveleft", BaseAction = true)] public virtual void BeginMoveLeft() { keyleft = true; } [EndAction("moveleft", BaseAction = true)] public virtual void EndMoveLeft() { keyleft = false; } [BeginAction("moveright", BaseAction = true)] public virtual void BeginMoveRight() { keyright = true; } [EndAction("moveright", BaseAction = true)] public virtual void EndMoveRight() { keyright = false; } [BeginAction("moveup", BaseAction = true)] public virtual void BeginMoveUp() { keyup = true; } [EndAction("moveup", BaseAction = true)] public virtual void EndMoveUp() { keyup = false; } [BeginAction("movedown", BaseAction = true)] public virtual void BeginMoveDown() { keydown = true; } [EndAction("movedown", BaseAction = true)] public virtual void EndMoveDown() { keydown = false; } //mxd [BeginAction("movethingleft", BaseAction = true)] protected void MoveSelectedThingsLeft() { MoveSelectedThings(new Vector2D(0f, -General.Map.Grid.GridSizeF), false); } //mxd [BeginAction("movethingright", BaseAction = true)] protected void MoveSelectedThingsRight() { MoveSelectedThings(new Vector2D(0f, General.Map.Grid.GridSizeF), false); } //mxd [BeginAction("movethingfwd", BaseAction = true)] protected void MoveSelectedThingsForward() { MoveSelectedThings(new Vector2D(-General.Map.Grid.GridSizeF, 0f), false); } //mxd [BeginAction("movethingback", BaseAction = true)] protected void MoveSelectedThingsBackward() { MoveSelectedThings(new Vector2D(General.Map.Grid.GridSizeF, 0f), false); } //mxd [BeginAction("placethingatcursor", BaseAction = true)] protected void PlaceThingAtCursor() { Vector2D hitpos = GetHitPosition(); if(!hitpos.IsFinite()) { General.Interface.DisplayStatus(StatusType.Warning, "Cannot place Thing here"); return; } MoveSelectedThings(new Vector2D(Math.Round(hitpos.x), Math.Round(hitpos.y)), true); } //mxd. public Vector2D GetHitPosition() { Vector3D start = General.Map.VisualCamera.Position; Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position; delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f); VisualPickResult target = PickObject(start, start + delta); if(target.picked == null) return new Vector2D(double.NaN, double.NaN); // Now find where exactly did we hit VisualGeometry vg = target.picked as VisualGeometry; if(vg != null) return GetIntersection(start, start + delta, vg.BoundingBox[0], new Vector3D(vg.Vertices[0].nx, vg.Vertices[0].ny, vg.Vertices[0].nz)); VisualThing vt = target.picked as VisualThing; if(vt != null) return GetIntersection(start, start + delta, vt.CenterV3D, RenderDevice.V3D(vt.Center - vt.PositionV3)); return new Vector2D(double.NaN, double.NaN); } //mxd. This checks intersection between line and plane private static Vector2D GetIntersection(Vector3D start, Vector3D end, Vector3D planeCenter, Vector3D planeNormal) { Vector3D delta = new Vector3D(planeCenter.x - start.x, planeCenter.y - start.y, planeCenter.z - start.z); return start + Vector3D.DotProduct(planeNormal, delta) / Vector3D.DotProduct(planeNormal, end - start) * (end - start); } //mxd. Should move selected things in specified direction protected virtual void MoveSelectedThings(Vector2D direction, bool absolutePosition) { } #endregion #region ================== Visibility Culling int lastProcessed = 0; // This preforms visibility culling protected void DoCulling() { lastProcessed++; List visiblelines = new List(); Vector2D campos2d = General.Map.VisualCamera.Position; // Make collections visiblesectors = new List(visiblesectors.Count * 2); visiblegeometry = new List(visiblegeometry.Count * 2); visiblethings = new List(visiblethings.Count * 2); // Get the blocks within view range visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D); // Fill collections with geometry and things foreach(VisualBlockEntry block in visibleblocks) { if(processgeometry) { // Lines foreach(Linedef ld in block.Lines) { // Line not already processed? if (ld.LastProcessed != lastProcessed) { // Add line if not added yet ld.LastProcessed = lastProcessed; visiblelines.Add(ld); // Which side of the line is the camera on? if(ld.SideOfLine(campos2d) < 0) { // Do front of line if(ld.Front != null) ProcessSidedefCulling(ld.Front); } else { // Do back of line if(ld.Back != null) ProcessSidedefCulling(ld.Back); } } } } if(processthings) { // Things foreach(Thing t in block.Things) { if (t.LastProcessed == lastProcessed) continue; t.LastProcessed = lastProcessed; // Not filtered out? if(!General.Map.ThingsFilter.IsThingVisible(t)) continue; VisualThing vt; if(allthings.ContainsKey(t)) { vt = allthings[t]; } else { // Create new visual thing vt = CreateVisualThing(t); allthings[t] = vt; } if(vt != null) { visiblethings.Add(vt); } } } } if(processgeometry) { // Find camera sector Sector camsector = blockmap.GetSectorAt(campos2d); if (camsector != null) { General.Map.VisualCamera.Sector = camsector; } else { // To do: fix this code. It is retarded. Walking over all visible lines is extremely expensive. Linedef nld = MapSet.NearestLinedef(visiblelines, campos2d); if (nld != null) { General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld); } else { // Exceptional case: no lines found in any nearby blocks! // This could happen in the middle of an extremely large sector and in this case // the above code will not have found any sectors/sidedefs for rendering. // Here we handle this special case with brute-force. Let's find the sector // the camera is in by searching the entire map and render that sector only. nld = General.Map.Map.NearestLinedef(campos2d); if (nld != null) { General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld); if (General.Map.VisualCamera.Sector != null) { foreach (Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs) { double side = sd.Line.SideOfLine(campos2d); if (((side < 0) && sd.IsFront) || ((side > 0) && !sd.IsFront)) ProcessSidedefCulling(sd); } } else { // Too far away from the map to see anything General.Map.VisualCamera.Sector = null; } } else { // Map is empty General.Map.VisualCamera.Sector = null; } } } } } // This finds and adds visible sectors private void ProcessSidedefCulling(Sidedef sd) { // Do nothing if we already added it. if (sd.LastProcessed == lastProcessed) return; sd.LastProcessed = lastProcessed; VisualSector vs; // Find the visualsector and make it if needed if(allsectors.ContainsKey(sd.Sector)) { // Take existing visualsector vs = allsectors[sd.Sector]; } else { // Make new visualsector vs = CreateVisualSector(sd.Sector); //if(vs != null) allsectors.Add(sd.Sector, vs); //mxd } if(vs != null) { if (sd.Sector.LastProcessed != lastProcessed) { sd.Sector.LastProcessed = lastProcessed; visiblesectors.Add(vs); visiblegeometry.AddRange(vs.FixedGeometry); } // Add sidedef geometry visiblegeometry.AddRange(vs.GetSidedefGeometry(sd)); } } // This returns the camera sector from linedef private static Sector GetCameraSectorFromLinedef(Linedef ld) { if(ld.SideOfLine(General.Map.VisualCamera.Position) < 0) { return (ld.Front != null ? ld.Front.Sector : null); } return (ld.Back != null ? ld.Back.Sector : null); } #endregion #region ================== Object Picking // This picks an object from the scene public VisualPickResult PickObject(Vector3D from, Vector3D to) { VisualPickResult result = new VisualPickResult(); Line2D ray2d = new Line2D(from, to); Vector3D delta = to - from; // Setup no result result.picked = null; result.hitpos = new Vector3D(); result.u_ray = 1.0f; // Find all blocks we are intersecting List blocks = blockmap.GetLineBlocks(from, to); // Make collections Dictionary lines = new Dictionary(blocks.Count * 10); Dictionary sectors = new Dictionary(blocks.Count * 10); List pickables = new List(blocks.Count * 10); // Add geometry from the camera sector if((General.Map.VisualCamera.Sector != null) && allsectors.ContainsKey(General.Map.VisualCamera.Sector)) { VisualSector vs = allsectors[General.Map.VisualCamera.Sector]; sectors.Add(General.Map.VisualCamera.Sector, vs); foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g); // Add slope handles if (General.Map.UDMF && pickingmode == PickingMode.SlopeHandles && allslopehandles.ContainsKey(General.Map.VisualCamera.Sector)) pickables.AddRange(allslopehandles[General.Map.VisualCamera.Sector]); } // Go for all lines to see which ones we intersect // We will collect geometry from the sectors and sidedefs foreach(VisualBlockEntry b in blocks) { foreach(Linedef ld in b.Lines) { // Make sure we don't test a line twice if(!lines.ContainsKey(ld)) { lines.Add(ld, ld); // Intersecting? double u; if(ld.Line.GetIntersection(ray2d, out u)) { // Check on which side we are double side = ld.SideOfLine(ray2d.v1); // Calculate intersection point Vector3D intersect = from + delta * u; // We must add the sectors of both sides of the line // If we wouldn't, then aiming at a sector that is just within range // could result in an incorrect hit (because the far line of the // sector may not be included in this loop) if(ld.Front != null) { // Find the visualsector if(allsectors.ContainsKey(ld.Front.Sector)) { VisualSector vs = allsectors[ld.Front.Sector]; // Add sector if not already added if(!sectors.ContainsKey(ld.Front.Sector)) { sectors.Add(ld.Front.Sector, vs); foreach (VisualGeometry g in vs.FixedGeometry) { // Must have content if (g.Triangles > 0) pickables.Add(g); } // Add slope handles if (General.Map.UDMF && pickingmode == PickingMode.SlopeHandles && allslopehandles.ContainsKey(ld.Front.Sector)) pickables.AddRange(allslopehandles[ld.Front.Sector]); } // Add sidedef if on the front side if(side < 0.0f) { List sidedefgeo = vs.GetSidedefGeometry(ld.Front); foreach(VisualGeometry g in sidedefgeo) { // Must have content if(g.Triangles > 0) { g.SetPickResults(intersect, u); pickables.Add(g); } } } } } // Add back side also if(ld.Back != null) { // Find the visualsector if(allsectors.ContainsKey(ld.Back.Sector)) { VisualSector vs = allsectors[ld.Back.Sector]; // Add sector if not already added if(!sectors.ContainsKey(ld.Back.Sector)) { sectors.Add(ld.Back.Sector, vs); foreach (VisualGeometry g in vs.FixedGeometry) { // Must have content if (g.Triangles > 0) pickables.Add(g); } // Add slope handles if (General.Map.UDMF && pickingmode == PickingMode.SlopeHandles && allslopehandles.ContainsKey(ld.Back.Sector)) pickables.AddRange(allslopehandles[ld.Back.Sector]); } // Add sidedef if on the front side if(side > 0.0f) { List sidedefgeo = vs.GetSidedefGeometry(ld.Back); foreach(VisualGeometry g in sidedefgeo) { // Must have content if(g.Triangles > 0) { g.SetPickResults(intersect, u); pickables.Add(g); } } } } } } } } } // Add all the visible things foreach(VisualThing vt in visiblethings) pickables.Add(vt); //mxd. And all visual vertices if (General.Map.UDMF && General.Settings.GZShowVisualVertices) { foreach (KeyValuePair pair in vertices) pickables.AddRange(pair.Value.Vertices); } // Now we have a list of potential geometry that lies along the trace line. // We still don't know what geometry actually hits, but we ruled out that which doesn't get even close. // This is still too much for accurate intersection testing, so we do a fast reject pass first. Vector3D direction = to - from; direction = direction.GetNormal(); List potentialpicks = new List(pickables.Count); foreach(IVisualPickable p in pickables) { if(p.PickFastReject(from, to, direction)) potentialpicks.Add(p); } // Now we do an accurate intersection test for all resulting geometry // We keep only the closest hit! foreach(IVisualPickable p in potentialpicks) { double u = result.u_ray; if(p.PickAccurate(from, to, direction, ref u)) { // Closer than previous find? if((u > 0.0f) && (u < result.u_ray)) { result.u_ray = u; result.picked = p; } } } // Setup final result result.hitpos = from + to * result.u_ray; // If picking mode is for slope handles only return slope handles. We have to do it this // way because otherwise it's possible to pick slope handles through other geometry if (pickingmode == PickingMode.SlopeHandles && !(result.picked is VisualSlope)) result.picked = null; // Done return result; } #endregion #region ================== Processing /// /// This disposes all resources. Needed geometry will be rebuild automatically. /// protected virtual void ResourcesReloaded() { // Dispose foreach(KeyValuePair vs in allsectors) if(vs.Value != null) vs.Value.Dispose(); foreach(KeyValuePair vt in allthings) if(vt.Value != null) vt.Value.Dispose(); // Clear collections allsectors.Clear(); allthings.Clear(); visiblesectors.Clear(); visibleblocks.Clear(); visiblegeometry.Clear(); visiblethings.Clear(); vertices.Clear(); //mxd // Make new blockmap FillBlockMap(); // Visibility culling (this re-creates the needed resources) DoCulling(); } /// /// This disposes orphaned resources and resources on changed geometry. /// This usually happens when geometry is changed by undo, redo, cut or paste actions /// and uses the marks to check what needs to be reloaded. /// protected virtual void ResourcesReloadedPartial() { Dictionary newsectors = new Dictionary(allsectors.Count); // Neighbour sectors must be updated as well foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked) { foreach(Sidedef sd in s.Sidedefs) if(sd.Other != null) sd.Other.Marked = true; } } // Go for all sidedefs to mark sectors that need updating foreach(Sidedef sd in General.Map.Map.Sidedefs) if(sd.Marked) sd.Sector.Marked = true; // Go for all vertices to mark linedefs that need updating foreach(Vertex v in General.Map.Map.Vertices) { if(v.Marked) { foreach(Linedef ld in v.Linedefs) ld.Marked = true; } } // Go for all linedefs to mark sectors that need updating foreach(Linedef ld in General.Map.Map.Linedefs) { if(ld.Marked) { if(ld.Front != null) ld.Front.Sector.Marked = true; if(ld.Back != null) ld.Back.Sector.Marked = true; } } // Dispose if source was disposed or marked foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { if(vs.Key.IsDisposed || vs.Key.Marked) vs.Value.Dispose(); else newsectors.Add(vs.Key, vs.Value); } } // Things depend on the sector they are in and because we can't // easily determine which ones changed, we dispose all things foreach(KeyValuePair vt in allthings) if(vt.Value != null) vt.Value.Dispose(); // Apply new lists allsectors = newsectors; allthings = new Dictionary(allthings.Count); // Clear visibility collections visiblesectors.Clear(); visibleblocks.Clear(); visiblegeometry.Clear(); visiblethings.Clear(); // Make new blockmap FillBlockMap(); // Visibility culling (this re-creates the needed resources) DoCulling(); } /// /// Implement this to create an instance of your VisualSector implementation. /// protected abstract VisualSector CreateVisualSector(Sector s); /// /// Implement this to create an instance of your VisualThing implementation. /// protected abstract VisualThing CreateVisualThing(Thing t); /// /// This returns the VisualSector for the given Sector. /// public VisualSector GetVisualSector(Sector s) { if(!allsectors.ContainsKey(s)) return CreateVisualSector(s); //mxd return allsectors[s]; } /// /// This returns the VisualThing for the given Thing. /// public VisualThing GetVisualThing(Thing t) { return allthings[t]; } //mxd public List GetSelectedVisualThings(bool refreshSelection) { if(refreshSelection || selectedVisualThings == null) { selectedVisualThings = new List(); foreach(KeyValuePair group in allthings) { if(group.Value != null && group.Value.Selected) selectedVisualThings.Add(group.Value); } //if nothing is selected - try to get thing from hilighted object if(selectedVisualThings.Count == 0) { Vector3D start = General.Map.VisualCamera.Position; Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position; delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f); VisualPickResult target = PickObject(start, start + delta); //not appropriate way to do this, but... if(target.picked is VisualThing) selectedVisualThings.Add((VisualThing)target.picked); } } return selectedVisualThings; } /// /// mxd. This returns list of selected sectors based on surfaces selected in visual mode /// public List GetSelectedVisualSectors(bool refreshSelection) { if(refreshSelection || selectedVisualSectors == null) { selectedVisualSectors = new List(); foreach(KeyValuePair group in allsectors) { foreach(VisualGeometry vg in group.Value.AllGeometry) { if(vg.Selected) { selectedVisualSectors.Add(group.Value); break; } } } //if nothing is selected - try to get sector from hilighted object if(selectedVisualSectors.Count == 0) { VisualGeometry vg = GetHilightedSurface(); if(vg != null) selectedVisualSectors.Add(vg.Sector); } } return selectedVisualSectors; } /// /// mxd. This returns list of surfaces selected in visual mode /// public List GetSelectedSurfaces() { List selectedSurfaces = new List(); foreach(KeyValuePair group in allsectors) { foreach(VisualGeometry vg in group.Value.AllGeometry) { if(vg.Selected) selectedSurfaces.Add(vg); } } //if nothing is selected - try to get hilighted surface if(selectedSurfaces.Count == 0) { VisualGeometry vg = GetHilightedSurface(); if(vg != null) selectedSurfaces.Add(vg); } return selectedSurfaces; } //mxd private VisualGeometry GetHilightedSurface() { Vector3D start = General.Map.VisualCamera.Position; Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position; delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f); VisualPickResult target = PickObject(start, start + delta); if(target.picked is VisualGeometry) { VisualGeometry vg = (VisualGeometry)target.picked; if(vg.Sector != null) return vg; } return null; } /// /// Returns True when a VisualSector has been created for the specified Sector. /// public bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s) && (allsectors[s] != null); } /// /// Returns True when a VisualThing has been created for the specified Thing. /// public bool VisualThingExists(Thing t) { return allthings.ContainsKey(t) && (allthings[t] != null); } /// /// This is called when the blockmap needs to be refilled, because it was invalidated. /// This usually happens when geometry is changed by undo, redo, cut or paste actions. /// Lines and Things are added to the block map by the base implementation. /// protected virtual void FillBlockMap() { blockmap.Clear();//mxd blockmap.AddLinedefsSet(General.Map.Map.Linedefs); blockmap.AddThingsSet(General.Map.Map.Things); blockmap.AddSectorsSet(General.Map.Map.Sectors); } /// /// While this mode is active, this is called continuously to process whatever needs processing. /// public override void OnProcess(long deltatime) { base.OnProcess(deltatime); // Camera vectors Vector3D camvec = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ); Vector3D camvecstrafe = Vector3D.FromAngleXY(General.Map.VisualCamera.AngleXY + Angle2D.PIHALF); Vector3D cammovemul = General.Map.VisualCamera.MoveMultiplier; Vector3D camdeltapos = new Vector3D(); Vector3D upvec = new Vector3D(0.0, 0.0, 1.0); // Move the camera double multiplier; if(General.Interface.ShiftState) multiplier = MOVE_SPEED_MULTIPLIER * 2.0f; else multiplier = MOVE_SPEED_MULTIPLIER; if(keyforward) camdeltapos += camvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; if(keybackward) camdeltapos -= camvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; if(keyleft) camdeltapos -= camvecstrafe * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; if(keyright) camdeltapos += camvecstrafe * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; if(keyup) camdeltapos += upvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; if(keydown) camdeltapos += -upvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime; // Move the camera General.Map.VisualCamera.ProcessMovement(camdeltapos); // Apply new camera matrices renderer.PositionAndLookAt(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target); // Visibility culling DoCulling(); // Update labels in main window General.MainWindow.UpdateCoordinates(General.Map.VisualCamera.Position); // Now redraw General.Interface.RedrawDisplay(); } #endregion #region ================== Actions //mxd [BeginAction("centeroncoordinates", BaseAction = true)] protected virtual void CenterOnCoordinates() { // Show form... CenterOnCoordinatesForm form = new CenterOnCoordinatesForm(); if(form.ShowDialog() == DialogResult.OK) CenterOnCoordinates(form.Coordinates); } //mxd public void CenterOnCoordinates(Vector2D coords) { Sector s = General.Map.Map.GetSectorByCoordinates(coords, blockmap); if(s == null) General.Map.VisualCamera.Position = coords; else General.Map.VisualCamera.Position = new Vector3D(coords.x, coords.y, s.FloorHeight + 54); General.Map.VisualCamera.Sector = s; } //mxd [BeginAction("togglehighlight", BaseAction = true)] public void ToggleHighlight() { General.Settings.UseHighlight = !General.Settings.UseHighlight; General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + (General.Settings.UseHighlight ? "ON" : "OFF") + "."); } #endregion } }