#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.Collections.ObjectModel; 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(SectorLevel level, Effect3DFloor extrafloor) { WorldVertex[] verts; WorldVertex v; Sector s = level.sector; Vector2D texscale; base.Setup(level, extrafloor); // Fetch ZDoom fields float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0f)); Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0f), s.Fields.GetValue("ypanningceiling", 0.0f)); Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0f), s.Fields.GetValue("yscaleceiling", 1.0f)); // 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); // Make vertices ReadOnlyCollection triverts = base.Sector.Sector.Triangles.Vertices; verts = new WorldVertex[triverts.Count]; for(int i = 0; i < triverts.Count; i++) { // Color shading PixelColor c = PixelColor.FromInt(level.color); verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt(); // Vertex coordinates verts[i].x = triverts[i].x; verts[i].y = triverts[i].y; verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.CeilHeight; // Texture coordinates Vector2D pos = triverts[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. if((extrafloor == null) || extrafloor.VavoomType) SwapTriangleVertices(verts); // Determine render pass if(level.alpha < 255) this.RenderPass = RenderPass.Alpha; else this.RenderPass = RenderPass.Solid; // 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(); } } // Call to change the height public override void OnChangeTargetHeight(int amount) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.CeilingChanged) { sd.CeilingChanged = true; base.OnChangeTargetHeight(amount); } } // This changes the height protected override void ChangeHeight(int amount) { mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex); level.sector.CeilHeight += amount; mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + "."); } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Check if our ray starts at the correct side of the plane if(level.plane.Distance(from) > 0.0f) { // Calculate the intersection if(level.plane.GetIntersection(from, to, ref pickrayu)) { if(pickrayu > 0.0f) { 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)); } } } 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 level.sector.CeilTexture; } // This changes the texture protected override void SetTexture(string texturename) { level.sector.SetCeilTexture(texturename); General.Map.Data.UpdateUsedTextures(); if(level.sector == this.Sector.Sector) { this.Setup(); } else if(mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(false); } } #endregion } }