using System; using System.Collections.Generic; using System.Text; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using System.Windows.Forms; using CodeImp.DoomBuilder.Types; namespace CodeImp.DoomBuilder.BuilderModes { internal class BaseVisualVertex : VisualVertex, IVisualEventReceiver { #region ================== Variables protected BaseVisualMode mode; private float cageradius2; private Vector3D boxp1; private Vector3D boxp2; // Undo/redo private int undoticket; #endregion // Constructor public BaseVisualVertex(BaseVisualMode mode, Vertex v, bool ceilingVertex) : base(v, ceilingVertex) { this.mode = mode; cageradius2 = General.Settings.GZVisualVertexSize * Angle2D.SQRT2; cageradius2 = cageradius2 * cageradius2; changed = true; Update(); } //this updates the handle itself public override void Update() { if(!changed) return; string key = ceilingVertex ? "zceiling" : "zfloor"; float z = 0f; int height = getSectorHeight(); if(vertex.Fields.ContainsKey(key)) { z = vertex.Fields.GetValue(key, 0f); if(z == height) //don't create garbage data! vertex.Fields.Remove(key); } else { z = height; } Vector3D pos = new Vector3D(vertex.Position.x, vertex.Position.y, z); SetPosition(pos); int radius = General.Settings.GZVisualVertexSize; boxp1 = new Vector3D(pos.x - radius, pos.y - radius, pos.z - radius); boxp2 = new Vector3D(pos.x + radius, pos.y + radius, pos.z + radius); changed = false; } private void updateGeometry(Vertex v) { VertexData vd = mode.GetVertexData(v); foreach(KeyValuePair s in vd.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } } //get the most apropriate height from sectors private int getSectorHeight() { int height = 0; VertexData vd = mode.GetVertexData(vertex); Sector[] sectors = new Sector[vd.UpdateAlso.Keys.Count]; vd.UpdateAlso.Keys.CopyTo(sectors, 0); if(ceilingVertex) { height = sectors[0].CeilHeight; for(int i = 1; i < sectors.Length; i++) { if(sectors[i].CeilHeight < height) height = sectors[i].CeilHeight; } } else { height = sectors[0].FloorHeight; for(int i = 1; i < sectors.Length; i++) { if(sectors[i].FloorHeight > height) height = sectors[i].FloorHeight; } } return height; } #region ================== Object picking // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { float distance2 = Line2D.GetDistanceToLineSq(from, to, vertex.Position, 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 ================== Unused 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(float 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) { } public virtual string GetTextureName() { return ""; } #endregion #region ================== Events // 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.CopiedVertexProps = new VertexProperties(vertex); mode.SetActionResult("Copied vertex properties."); } // Paste properties public virtual void OnPasteProperties() { if(BuilderPlug.Me.CopiedVertexProps != null) { mode.CreateUndo("Paste vertex properties"); mode.SetActionResult("Pasted vertex properties."); BuilderPlug.Me.CopiedVertexProps.Apply(vertex); //update affected sectors updateGeometry(vertex); changed = true; mode.ShowTargetInfo(); } } // Edit button released public virtual void OnEditEnd() { if(General.Interface.IsActiveWindow) { List verts = mode.GetSelectedVertices(); DialogResult result = General.Interface.ShowEditVertices(verts, false); if(result == DialogResult.OK) { foreach(Vertex v in verts) { // Update what must be updated updateGeometry(v); if(v.Index == vertex.Index) { changed = true; Update(); } } } } } // Raise/lower thing public virtual void OnChangeTargetHeight(int amount) { if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change vertex height"); //change vertex zoffset vertex.Fields.BeforeFieldsChange(); string key = ceilingVertex ? "zceiling" : "zfloor"; float val = 0f; //get value if(!vertex.Fields.ContainsKey(key)) { val = getSectorHeight(); vertex.Fields.Add(key, new UniValue(UniversalType.Float, val)); } else { val = (float)vertex.Fields[key].Value; } //update value vertex.Fields[key].Value = val + amount; mode.SetActionResult("Changed vertex height to " + (int)(val + amount) + "."); // Update what must be updated updateGeometry(vertex); this.Changed = true; } #endregion } }