#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; // 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(); } // 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) { SectorData sd = mode.GetSectorData(Thing.Sector); SectorLevel level = sd.GetLevelAbove(new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + Thing.Sector.FloorHeight)); if(level != null) { // Use sector brightness for color shading PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(level.brightnessbelow)); PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness); sectorcolor = areacolor.WithAlpha(255); } } // 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(Thing.Type == 9501) { // This is a special thing that needs special positioning SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z; } else if(Thing.Type == 9500) { // This is a special thing that needs special positioning SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z; } else if(info.AbsoluteZ) { // Absolute Z position pos.z = Thing.Position.z; } else if(info.Hangs) { // Hang from ceiling if(Thing.Sector != null) { SectorData sd = mode.GetSectorData(Thing.Sector); if(Thing.Position.z > 0) pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height; else pos.z = Thing.Sector.CeilHeight; } pos.z -= Thing.Position.z; // Check if below floor if((Thing.Sector != null) && (pos.z < Thing.Sector.FloorHeight)) { // Put thing on the floor SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Floor.plane.GetZ(Thing.Position); } } else { // Stand on floor if(Thing.Sector != null) { SectorData sd = mode.GetSectorData(Thing.Sector); if(Thing.Position.z == 0) pos.z = sd.Floor.plane.GetZ(Thing.Position); else pos.z = Thing.Sector.FloorHeight; } pos.z += Thing.Position.z; // Check if above ceiling if((Thing.Sector != null) && ((pos.z + info.Height) > Thing.Sector.CeilHeight)) { // Put thing against ceiling SectorData sd = mode.GetSectorData(Thing.Sector); pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - 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 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 + "."); // Update what must be updated ThingData td = mode.GetThingData(this.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } this.Changed = true; } } #endregion } }