#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; #endregion namespace CodeImp.DoomBuilder.GZDoomEditing { internal class BaseVisualSector : VisualSector { #region ================== Constants #endregion #region ================== Variables protected BaseVisualMode mode; protected VisualFloor floor; protected VisualCeiling ceiling; protected List extrafloors; protected List extraceilings; protected Dictionary sides; // If this is set to true, the sector will be rebuilt after the action is performed. protected bool changed; #endregion #region ================== Properties public VisualFloor Floor { get { return floor; } } public VisualCeiling Ceiling { get { return ceiling; } } public bool Changed { get { return changed; } set { changed |= value; } } #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s) { this.mode = mode; this.extrafloors = new List(2); this.extraceilings = new List(2); // Initialize Rebuild(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!IsDisposed) { // Clean up sides = null; floor = null; ceiling = null; extrafloors = null; extraceilings = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This retreives the sector data for this sector public SectorData GetSectorData() { return mode.GetSectorData(this.Sector); } // This updates this virtual the sector and neightbours if needed public void UpdateSectorGeometry(bool includeneighbours) { // Rebuild sector this.Changed = true; // Not sure what from this part we need, so commented out for now SectorData data = GetSectorData(); data.Reset(); /* // Update sectors that rely on this sector foreach(KeyValuePair s in data.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } */ // Go for all things in this sector foreach(Thing t in General.Map.Map.Things) { if(t.Sector == this.Sector) { if(mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Changed = true; } } } if(includeneighbours) { // Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted foreach(Sidedef sd in this.Sector.Sidedefs) { if(sd.Other != null) { if(mode.VisualSectorExists(sd.Other.Sector)) { BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector); bvs.Changed = true; } } } } } // This (re)builds the visual sector, calculating all geometry from scratch public void Rebuild() { // Forget old geometry base.ClearGeometry(); // Get sector data SectorData data = GetSectorData(); if(!data.Updated) data.Update(); // Create floor floor = floor ?? new VisualFloor(mode, this); if(floor.Setup(data.Floor)) base.AddGeometry(floor); // Create ceiling ceiling = ceiling ?? new VisualCeiling(mode, this); if(ceiling.Setup(data.Ceiling)) base.AddGeometry(ceiling); // Create 3D floors for(int i = 0; i < data.ExtraFloors.Count; i++) { Effect3DFloor ef = data.ExtraFloors[i]; // Create a floor VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this); if(vf.Setup(ef.Floor)) base.AddGeometry(vf); if(i >= extrafloors.Count) extrafloors.Add(vf); // Create a ceiling VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this); if(vc.Setup(ef.Ceiling)) base.AddGeometry(vc); if(i >= extraceilings.Count) extraceilings.Add(vc); } // Go for all sidedefs Dictionary oldsides = sides ?? new Dictionary(1); sides = new Dictionary(base.Sector.Sidedefs.Count); foreach(Sidedef sd in base.Sector.Sidedefs) { // VisualSidedef already exists? VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts(); // Doublesided or singlesided? if(sd.Other != null) { // Create upper part VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd); if(vu.Setup()) base.AddGeometry(vu); // Create lower part VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd); if(vl.Setup()) base.AddGeometry(vl); // Create middle part VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Create 3D wall parts SectorData osd = mode.GetSectorData(sd.Other.Sector); if(!osd.Updated) osd.Update(); List middles = parts.middle3d ?? new List(2); for(int i = 0; i < osd.ExtraFloors.Count; i++) { Effect3DFloor ef = osd.ExtraFloors[i]; VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd); if(vm3.Setup(ef)) base.AddGeometry(vm3); if(i >= middles.Count) middles.Add(vm3); } // Store sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles)); } else { // Create middle part VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Store sides.Add(sd, new VisualSidedefParts(vm)); } } // Done changed = false; } // This returns the visual sidedef parts for a given sidedef public VisualSidedefParts GetSidedefParts(Sidedef sd) { if(sides.ContainsKey(sd)) return sides[sd]; else return new VisualSidedefParts(); } #endregion } }