#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.BuilderModes { internal abstract class BaseVisualGeometrySidedef : VisualGeometry, IVisualEventReceiver { #region ================== Constants private const float DRAG_ANGLE_TOLERANCE = 0.02f; #endregion #region ================== Variables protected BaseVisualMode mode; protected float top; protected float bottom; // UV dragging private float dragstartanglexy; private float dragstartanglez; private Vector3D dragorigin; private Vector3D deltaxy; private Vector3D deltaz; private int startoffsetx; private int startoffsety; protected bool uvdragging; #endregion #region ================== Properties public bool IsDraggingUV { get { return uvdragging; } } #endregion #region ================== Constructor / Destructor // Constructor for sidedefs public BaseVisualGeometrySidedef(BaseVisualMode mode, VisualSector vs, Sidedef sd) : base(vs, sd) { this.mode = mode; this.deltaz = new Vector3D(0.0f, 0.0f, 1.0f); this.deltaxy = (sd.Line.End.Position - sd.Line.Start.Position) * sd.Line.LengthInv; } #endregion #region ================== Methods // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Check if intersection point is between top and bottom return (pickintersect.z >= bottom) && (pickintersect.z <= top); } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { // The fast reject pass is already as accurate as it gets, // so we just return the intersection distance here u_ray = pickrayu; return true; } #endregion #region ================== Events // Unused public virtual void OnSelectBegin() { } public virtual void OnSelectEnd() { } // Edit button pressed public virtual void OnEditBegin() { dragstartanglexy = mode.CameraAngleXY; dragstartanglez = mode.CameraAngleZ; dragorigin = pickintersect; startoffsetx = Sidedef.OffsetX; startoffsety = Sidedef.OffsetY; } // Edit button released public virtual void OnEditEnd() { // Was dragging? if(uvdragging) { // Dragging stops now mode.UnlockTarget(); uvdragging = false; } else { List lines = new List(); lines.Add(this.Sidedef.Line); DialogResult result = General.Interface.ShowEditLinedefs(lines); if(result == DialogResult.OK) (this.Sector as BaseVisualSector).Rebuild(); } } // Mouse moves public virtual void OnMouseMove(MouseEventArgs e) { // Dragging UV? if(uvdragging) { UpdateDragUV(); } else { // Check if tolerance is exceeded to start UV dragging float deltaxy = mode.CameraAngleXY - dragstartanglexy; float deltaz = mode.CameraAngleZ - dragstartanglez; if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE) { // Start drag now uvdragging = true; mode.LockTarget(); UpdateDragUV(); } } } // This is called to update UV dragging protected virtual void UpdateDragUV() { float u_ray; // Calculate intersection position Line2D ray = new Line2D(mode.CameraPosition, mode.CameraTarget); Sidedef.Line.Line.GetIntersection(ray, out u_ray); Vector3D intersect = mode.CameraPosition + (mode.CameraTarget - mode.CameraPosition) * u_ray; // Calculate offsets Vector3D dragdelta = intersect - dragorigin; Vector3D dragdeltaxy = dragdelta * deltaxy; Vector3D dragdeltaz = dragdelta * deltaz; float offsetx = dragdeltaxy.GetLength(); float offsety = dragdeltaz.GetLength(); // Apply offsets Sidedef.OffsetX = startoffsetx + (int)Math.Round(offsetx); Sidedef.OffsetY = startoffsety + (int)Math.Round(offsety); // TODO: Update sidedef geometry } #endregion } }