#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.Actions;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using SlimDX;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
///
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
///
public abstract class VisualMode : EditMode
{
#region ================== Constants
private const double MOVE_SPEED_MULTIPLIER = 0.001d;
#endregion
#region ================== Variables
// 3D Mode thing
protected Thing modething;
// Graphics
protected IRenderer3D renderer;
private Renderer3D renderer3d;
// Options
private bool processgeometry;
private bool processthings;
// Input
private bool keyforward;
private bool keybackward;
private bool keyleft;
private bool keyright;
private bool keyup;
private bool keydown;
//mxd
private List selectedVisualThings;
private List selectedVisualSectors;
//used in "Play From Here" Action
private Thing playerStart;
private Vector3D playerStartPosition;
private float playerStartAngle;
// Map
protected VisualBlockMap blockmap;
protected Dictionary allthings;
protected Dictionary allsectors;
protected List visibleblocks;
protected List visiblethings;
protected Dictionary visiblesectors;
protected List visiblegeometry;
#endregion
#region ================== Properties
public bool ProcessGeometry { get { return processgeometry; } set { processgeometry = value; } }
public bool ProcessThings { get { return processthings; } set { processthings = value; } }
public VisualBlockMap BlockMap { get { return blockmap; } }
// Rendering
public IRenderer3D Renderer { get { return renderer; } }
#endregion
#region ================== Constructor / Disposer
///
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
///
public VisualMode()
{
// Initialize
this.renderer = General.Map.Renderer3D;
this.renderer3d = (Renderer3D)General.Map.Renderer3D;
this.blockmap = new VisualBlockMap();
this.allsectors = new Dictionary(General.Map.Map.Sectors.Count);
this.allthings = new Dictionary(General.Map.Map.Things.Count);
this.visibleblocks = new List();
this.visiblesectors = new Dictionary(50);
this.visiblegeometry = new List(200);
this.visiblethings = new List(100);
this.processgeometry = true;
this.processthings = true;
//mxd. Synch camera position to cursor position or center of the screen in 2d-mode
if (General.Settings.GZSynchCameras && General.Editing.Mode is ClassicMode) {
ClassicMode oldmode = General.Editing.Mode as ClassicMode;
Vector2D pos2d;
if (oldmode.IsMouseInside)
pos2d = new Vector2D(oldmode.MouseMapPos.x, oldmode.MouseMapPos.y);
else
pos2d = new Vector2D(General.Map.CRenderer2D.Viewport.Left + General.Map.CRenderer2D.Viewport.Width / 2.0f, General.Map.CRenderer2D.Viewport.Top + General.Map.CRenderer2D.Viewport.Height / 2.0f);
//if position is inside sector - adjust camera.z accordingly
Sector sector = General.Map.Map.GetSectorByCoordinates(pos2d);
float posz = 0;
if (sector != null) {
int sectorHeight = sector.CeilHeight - sector.FloorHeight;
if (sectorHeight < 41) {
posz = sector.FloorHeight + sectorHeight / 2;
} else {
posz = sector.FloorHeight + 41; // same as in doom
}
}else{
posz = General.Map.VisualCamera.Position.z;
}
General.Map.VisualCamera.Position = new Vector3D(pos2d.x, pos2d.y, posz);
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
foreach(KeyValuePair s in allsectors) s.Value.Dispose();
blockmap.Dispose();
visiblesectors = null;
visiblegeometry = null;
visibleblocks = null;
visiblethings = null;
allsectors = null;
allthings = null;
blockmap = null;
//mxd
selectedVisualSectors = null;
selectedVisualThings = null;
// Done
base.Dispose();
}
}
#endregion
#region ================== Start / Stop
// Mode is engaged
public override void OnEngage()
{
base.OnEngage();
General.Map.VisualCamera.PositionAtThing();
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Fill the blockmap
FillBlockMap();
// Start special input mode
General.Interface.EnableProcessing();
General.Interface.StartExclusiveMouseInput();
}
// Mode is disengaged
public override void OnDisengage()
{
base.OnDisengage();
// Dispose
foreach(KeyValuePair vs in allsectors)
if(vs.Value != null) vs.Value.Dispose();
// Dispose
foreach(KeyValuePair vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Apply camera position to thing
General.Map.VisualCamera.ApplyToThing();
// Do not leave the sector on the camera
General.Map.VisualCamera.Sector = null;
// Stop special input mode
General.Interface.DisableProcessing();
General.Interface.StopExclusiveMouseInput();
}
#endregion
#region ================== Events
public override bool OnUndoBegin()
{
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
return base.OnUndoBegin();
}
public override void OnUndoEnd()
{
base.OnUndoEnd();
ResourcesReloadedPartial();
renderer.SetCrosshairBusy(false);
}
public override bool OnRedoBegin()
{
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
return base.OnRedoBegin();
}
public override void OnRedoEnd()
{
base.OnRedoEnd();
ResourcesReloadedPartial();
renderer.SetCrosshairBusy(false);
}
public override void OnReloadResources()
{
base.OnReloadResources();
ResourcesReloaded();
}
//mxd
public override bool OnMapTestBegin() {
if (General.Settings.GZTestFromCurrentPosition) {
//find Single Player Start. Should have Type 1 in all games
Thing start = null;
foreach (Thing t in General.Map.Map.Things) {
if (t.Type == 1) {
//store thing and position
start = t;
break;
}
}
if (start == null) {
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: no Player 1 start found!");
return false;
}
//now check if camera is located inside a sector
Vector3D camPos = General.Map.VisualCamera.Position;
Sector s = General.Map.Map.GetSectorByCoordinates(new Vector2D(camPos.x, camPos.y));
if (s == null) {
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: cursor is not inside sector!");
return false;
}
//41 = player's height in Doom. Is that so in all other games as well?
if (s.CeilHeight - s.FloorHeight < 41) {
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
return false;
}
//store initial position
playerStart = start;
playerStartPosition = start.Position;
playerStartAngle = start.Angle;
//everything should be valid, let's move player start here
start.Move(new Vector3D(camPos.x, camPos.y, s.FloorHeight));
start.Rotate(General.Map.VisualCamera.AngleXY - (float)Math.PI);
}
return true;
}
//mxd
public override void OnMapTestEnd() {
if (General.Settings.GZTestFromCurrentPosition) {
//restore position
playerStart.Move(playerStartPosition);
playerStart.Rotate(playerStartAngle);
playerStart = null;
}
}
#endregion
#region ================== Input
// Mouse input
public override void OnMouseInput(Vector2D delta)
{
base.OnMouseInput(delta);
General.Map.VisualCamera.ProcessMouseInput(delta);
}
[BeginAction("moveforward", BaseAction = true)]
public virtual void BeginMoveForward()
{
keyforward = true;
}
[EndAction("moveforward", BaseAction = true)]
public virtual void EndMoveForward()
{
keyforward = false;
}
[BeginAction("movebackward", BaseAction = true)]
public virtual void BeginMoveBackward()
{
keybackward = true;
}
[EndAction("movebackward", BaseAction = true)]
public virtual void EndMoveBackward()
{
keybackward = false;
}
[BeginAction("moveleft", BaseAction = true)]
public virtual void BeginMoveLeft()
{
keyleft = true;
}
[EndAction("moveleft", BaseAction = true)]
public virtual void EndMoveLeft()
{
keyleft = false;
}
[BeginAction("moveright", BaseAction = true)]
public virtual void BeginMoveRight()
{
keyright = true;
}
[EndAction("moveright", BaseAction = true)]
public virtual void EndMoveRight()
{
keyright = false;
}
[BeginAction("moveup", BaseAction = true)]
public virtual void BeginMoveUp()
{
keyup = true;
}
[EndAction("moveup", BaseAction = true)]
public virtual void EndMoveUp()
{
keyup = false;
}
[BeginAction("movedown", BaseAction = true)]
public virtual void BeginMoveDown()
{
keydown = true;
}
[EndAction("movedown", BaseAction = true)]
public virtual void EndMoveDown()
{
keydown = false;
}
#endregion
#region ================== Visibility Culling
// This preforms visibility culling
protected void DoCulling()
{
Dictionary visiblelines = new Dictionary(200);
Vector2D campos2d = (Vector2D)General.Map.VisualCamera.Position;
float viewdist = General.Settings.ViewDistance;
// Make collections
visiblesectors = new Dictionary(visiblesectors.Count);
visiblegeometry = new List(visiblegeometry.Capacity);
visiblethings = new List(visiblethings.Capacity);
//mxd
//visibleThingsUpdated = true;
//visibleGeometryUpdated = true;
// Get the blocks within view range
visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D);
// Fill collections with geometry and things
foreach(VisualBlockEntry block in visibleblocks)
{
if(processgeometry)
{
// Lines
foreach(Linedef ld in block.Lines)
{
// Line not already processed?
if(!visiblelines.ContainsKey(ld))
{
// Add line if not added yet
visiblelines.Add(ld, ld);
// Which side of the line is the camera on?
if(ld.SideOfLine(campos2d) < 0)
{
// Do front of line
if(ld.Front != null) ProcessSidedefCulling(ld.Front);
}
else
{
// Do back of line
if(ld.Back != null) ProcessSidedefCulling(ld.Back);
}
}
}
}
if(processthings)
{
// Things
foreach(Thing t in block.Things)
{
VisualThing vt;
// Not filtered out?
if(General.Map.ThingsFilter.IsThingVisible(t))
{
if(allthings.ContainsKey(t))
{
vt = allthings[t];
}
else
{
// Create new visual thing
vt = CreateVisualThing(t);
allthings.Add(t, vt);
}
if(vt != null)
{
visiblethings.Add(vt);
}
}
}
}
}
if(processgeometry)
{
// Find camera sector
Linedef nld = MapSet.NearestLinedef(visiblelines.Values, campos2d);
if(nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
}
else
{
// Exceptional case: no lines found in any nearby blocks!
// This could happen in the middle of an extremely large sector and in this case
// the above code will not have found any sectors/sidedefs for rendering.
// Here we handle this special case with brute-force. Let's find the sector
// the camera is in by searching the entire map and render that sector only.
nld = General.Map.Map.NearestLinedef(campos2d);
if(nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
if(General.Map.VisualCamera.Sector != null)
{
foreach(Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs)
{
float side = sd.Line.SideOfLine(campos2d);
if(((side < 0) && sd.IsFront) ||
((side > 0) && !sd.IsFront))
ProcessSidedefCulling(sd);
}
}
else
{
// Too far away from the map to see anything
General.Map.VisualCamera.Sector = null;
}
}
else
{
// Map is empty
General.Map.VisualCamera.Sector = null;
}
}
}
}
// This finds and adds visible sectors
private void ProcessSidedefCulling(Sidedef sd)
{
VisualSector vs;
// Find the visualsector and make it if needed
if(allsectors.ContainsKey(sd.Sector))
{
// Take existing visualsector
vs = allsectors[sd.Sector];
}
else
{
// Make new visualsector
vs = CreateVisualSector(sd.Sector);
if(vs != null) allsectors.Add(sd.Sector, vs);
}
if(vs != null)
{
// Add to visible sectors if not added yet
if(!visiblesectors.ContainsKey(sd.Sector))
{
visiblesectors.Add(sd.Sector, vs);
visiblegeometry.AddRange(vs.FixedGeometry);
}
// Add sidedef geometry
visiblegeometry.AddRange(vs.GetSidedefGeometry(sd));
}
}
// This returns the camera sector from linedef
private Sector GetCameraSectorFromLinedef(Linedef ld)
{
if(ld.SideOfLine(General.Map.VisualCamera.Position) < 0)
{
if(ld.Front != null)
return ld.Front.Sector;
else
return null;
}
else
{
if(ld.Back != null)
return ld.Back.Sector;
else
return null;
}
}
#endregion
#region ================== Object Picking
// This picks an object from the scene
public VisualPickResult PickObject(Vector3D from, Vector3D to)
{
VisualPickResult result = new VisualPickResult();
Line2D ray2d = new Line2D(from, to);
Vector3D delta = to - from;
// Setup no result
result.picked = null;
result.hitpos = new Vector3D();
result.u_ray = 1.0f;
// Find all blocks we are intersecting
List blocks = blockmap.GetLineBlocks(from, to);
// Make collections
Dictionary lines = new Dictionary(blocks.Count * 10);
Dictionary sectors = new Dictionary(blocks.Count * 10);
List pickables = new List(blocks.Count * 10);
// Add geometry from the camera sector
if((General.Map.VisualCamera.Sector != null) && allsectors.ContainsKey(General.Map.VisualCamera.Sector))
{
VisualSector vs = allsectors[General.Map.VisualCamera.Sector];
sectors.Add(General.Map.VisualCamera.Sector, vs);
foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
}
// Go for all lines to see which ones we intersect
// We will collect geometry from the sectors and sidedefs
foreach(VisualBlockEntry b in blocks)
{
foreach(Linedef ld in b.Lines)
{
// Make sure we don't test a line twice
if(!lines.ContainsKey(ld))
{
lines.Add(ld, ld);
// Intersecting?
float u;
if(ld.Line.GetIntersection(ray2d, out u))
{
// Check on which side we are
float side = ld.SideOfLine(ray2d.v1);
// Calculate intersection point
Vector3D intersect = from + delta * u;
// We must add the sectors of both sides of the line
// If we wouldn't, then aiming at a sector that is just within range
// could result in an incorrect hit (because the far line of the
// sector may not be included in this loop)
if(ld.Front != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Front.Sector))
{
VisualSector vs = allsectors[ld.Front.Sector];
// Add sector if not already added
if(!sectors.ContainsKey(ld.Front.Sector))
{
sectors.Add(ld.Front.Sector, vs);
foreach(VisualGeometry g in vs.FixedGeometry)
{
// Must have content
if(g.Triangles > 0)
pickables.Add(g);
}
}
// Add sidedef if on the front side
if(side < 0.0f)
{
List sidedefgeo = vs.GetSidedefGeometry(ld.Front);
foreach(VisualGeometry g in sidedefgeo)
{
// Must have content
if(g.Triangles > 0)
{
g.SetPickResults(intersect, u);
pickables.Add(g);
}
}
}
}
}
// Add back side also
if(ld.Back != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Back.Sector))
{
VisualSector vs = allsectors[ld.Back.Sector];
// Add sector if not already added
if(!sectors.ContainsKey(ld.Back.Sector))
{
sectors.Add(ld.Back.Sector, vs);
foreach(VisualGeometry g in vs.FixedGeometry)
{
// Must have content
if(g.Triangles > 0)
pickables.Add(g);
}
}
// Add sidedef if on the front side
if(side > 0.0f)
{
List sidedefgeo = vs.GetSidedefGeometry(ld.Back);
foreach(VisualGeometry g in sidedefgeo)
{
// Must have content
if(g.Triangles > 0)
{
g.SetPickResults(intersect, u);
pickables.Add(g);
}
}
}
}
}
}
}
}
}
// Add all the visible things
foreach(VisualThing vt in visiblethings)
pickables.Add(vt);
// Now we have a list of potential geometry that lies along the trace line.
// We still don't know what geometry actually hits, but we ruled out that which doesn't get even close.
// This is still too much for accurate intersection testing, so we do a fast reject pass first.
Vector3D direction = to - from;
direction = direction.GetNormal();
List potentialpicks = new List(pickables.Count);
foreach(IVisualPickable p in pickables)
{
if(p.PickFastReject(from, to, direction)) potentialpicks.Add(p);
}
// Now we do an accurate intersection test for all resulting geometry
// We keep only the closest hit!
foreach(IVisualPickable p in potentialpicks)
{
float u = result.u_ray;
if(p.PickAccurate(from, to, direction, ref u))
{
// Closer than previous find?
if((u > 0.0f) && (u < result.u_ray))
{
result.u_ray = u;
result.picked = p;
}
}
}
// Setup final result
result.hitpos = from + to * result.u_ray;
// Done
return result;
}
#endregion
#region ================== Processing
///
/// This disposes all resources. Needed geometry will be rebuild automatically.
///
protected virtual void ResourcesReloaded()
{
// Dispose
foreach(KeyValuePair vs in allsectors)
if(vs.Value != null) vs.Value.Dispose();
foreach(KeyValuePair vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Clear collections
allsectors.Clear();
allthings.Clear();
visiblesectors.Clear();
visibleblocks.Clear();
visiblegeometry.Clear();
visiblethings.Clear();
// Make new blockmap
FillBlockMap();
// Visibility culling (this re-creates the needed resources)
DoCulling();
}
///
/// This disposes orphaned resources and resources on changed geometry.
/// This usually happens when geometry is changed by undo, redo, cut or paste actions
/// and uses the marks to check what needs to be reloaded.
///
protected virtual void ResourcesReloadedPartial()
{
Dictionary newsectors = new Dictionary(allsectors.Count);
// Neighbour sectors must be updated as well
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
foreach(Sidedef sd in s.Sidedefs)
if(sd.Other != null) sd.Other.Marked = true;
}
}
// Go for all sidedefs to mark sectors that need updating
foreach(Sidedef sd in General.Map.Map.Sidedefs)
if(sd.Marked) sd.Sector.Marked = true;
// Go for all vertices to mark linedefs that need updating
foreach(Vertex v in General.Map.Map.Vertices)
{
if(v.Marked)
{
foreach(Linedef ld in v.Linedefs)
ld.Marked = true;
}
}
// Go for all linedefs to mark sectors that need updating
foreach(Linedef ld in General.Map.Map.Linedefs)
{
if(ld.Marked)
{
if(ld.Front != null) ld.Front.Sector.Marked = true;
if(ld.Back != null) ld.Back.Sector.Marked = true;
}
}
// Dispose if source was disposed or marked
foreach(KeyValuePair vs in allsectors)
{
if(vs.Value != null)
{
if(vs.Key.IsDisposed || vs.Key.Marked)
vs.Value.Dispose();
else
newsectors.Add(vs.Key, vs.Value);
}
}
// Things depend on the sector they are in and because we can't
// easily determine which ones changed, we dispose all things
foreach(KeyValuePair vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Apply new lists
allsectors = newsectors;
allthings = new Dictionary(allthings.Count);
// Clear visibility collections
visiblesectors.Clear();
visibleblocks.Clear();
visiblegeometry.Clear();
visiblethings.Clear();
// Make new blockmap
FillBlockMap();
// Visibility culling (this re-creates the needed resources)
DoCulling();
}
///
/// Implement this to create an instance of your VisualSector implementation.
///
protected abstract VisualSector CreateVisualSector(Sector s);
///
/// Implement this to create an instance of your VisualThing implementation.
///
protected abstract VisualThing CreateVisualThing(Thing t);
///
/// This returns the VisualSector for the given Sector.
///
public VisualSector GetVisualSector(Sector s) { return allsectors[s]; }
///
/// This returns the VisualThing for the given Thing.
///
public VisualThing GetVisualThing(Thing t) { return allthings[t]; }
//mxd
public List GetSelectedVisualThings(bool refreshSelection) {
if (refreshSelection || selectedVisualThings == null) {
selectedVisualThings = new List();
foreach (KeyValuePair group in allthings) {
if (group.Value != null && group.Value.Selected)
selectedVisualThings.Add(group.Value);
}
}
//if nothing is selected - try to get thing from hilighted object
if (selectedVisualThings.Count == 0) {
Vector3D start = General.Map.VisualCamera.Position;
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
VisualPickResult target = PickObject(start, start + delta);
//not appropriate way to do this, but...
if (target.picked != null && target.picked.GetType().Name.IndexOf("Thing") != -1)
return new List() { (VisualThing)target.picked };
}
return selectedVisualThings;
}
///
/// mxd. This returns list of selected sectors based on surfaces selected in visual mode
///
public List GetSelectedVisualSectors(bool refreshSelection) {
if (refreshSelection || selectedVisualSectors == null) {
selectedVisualSectors = new List();
foreach (KeyValuePair group in allsectors) {
foreach (VisualGeometry vg in group.Value.AllGeometry) {
if (vg.Selected) {
selectedVisualSectors.Add(group.Value);
break;
}
}
}
}
//if nothing is selected - try to get sector from hilighted object
if (selectedVisualSectors.Count == 0) {
Vector3D start = General.Map.VisualCamera.Position;
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
VisualPickResult target = PickObject(start, start + delta);
//not appropriate way to do this, but...
if (target.picked != null && target.picked.GetType().Name.IndexOf("Thing") == -1) {
VisualGeometry vg = (VisualGeometry)target.picked;
if(vg.Sector != null)
return new List() { vg.Sector };
}
}
return selectedVisualSectors;
}
///
/// Returns True when a VisualSector has been created for the specified Sector.
///
public bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s) && (allsectors[s] != null); }
///
/// Returns True when a VisualThing has been created for the specified Thing.
///
public bool VisualThingExists(Thing t) { return allthings.ContainsKey(t) && (allthings[t] != null); }
///
/// This is called when the blockmap needs to be refilled, because it was invalidated.
/// This usually happens when geometry is changed by undo, redo, cut or paste actions.
/// Lines and Things are added to the block map by the base implementation.
///
protected virtual void FillBlockMap()
{
if(blockmap != null) blockmap.Dispose();
blockmap = new VisualBlockMap();
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
blockmap.AddThingsSet(General.Map.Map.Things);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
}
///
/// While this mode is active, this is called continuously to process whatever needs processing.
///
public override void OnProcess(double deltatime)
{
double multiplier;
base.OnProcess(deltatime);
// Camera vectors
Vector3D camvec = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ);
Vector3D camvecstrafe = Vector3D.FromAngleXY(General.Map.VisualCamera.AngleXY + Angle2D.PIHALF);
Vector3D cammovemul = General.Map.VisualCamera.MoveMultiplier;
Vector3D camdeltapos = new Vector3D();
Vector3D upvec = new Vector3D(0.0f, 0.0f, 1.0f);
// Move the camera
if(General.Interface.ShiftState) multiplier = MOVE_SPEED_MULTIPLIER * 2.0f; else multiplier = MOVE_SPEED_MULTIPLIER;
if(keyforward) camdeltapos += camvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keybackward) camdeltapos -= camvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keyleft) camdeltapos -= camvecstrafe * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keyright) camdeltapos += camvecstrafe * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keyup) camdeltapos += upvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
if(keydown) camdeltapos += -upvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
// Move the camera
General.Map.VisualCamera.ProcessMovement(camdeltapos);
// Apply new camera matrices
renderer.PositionAndLookAt(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target);
// Visibility culling
DoCulling();
// Update labels in main window
General.MainWindow.UpdateCoordinates((Vector2D)General.Map.VisualCamera.Position);
// Now redraw
General.Interface.RedrawDisplay();
}
#endregion
#region ================== Actions
#endregion
}
}