#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.Windows.Forms; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.Tools; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "GZDB Visual Mode", SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode ButtonImage = "VisualModeGZ.png", // Image resource name for the button ButtonOrder = 1, // Position of the button (lower is more to the left) ButtonGroup = "001_visual", UseByDefault = true)] public class BaseVisualMode : VisualMode { #region ================== Constants // Object picking private const float PICK_INTERVAL = 80.0f; private const float PICK_RANGE = 0.98f; // Gravity private const float GRAVITY = -0.06f; #endregion #region ================== Variables // Gravity private Vector3D gravity; private float cameraflooroffset = 41f; // same as in doom private float cameraceilingoffset = 10f; // Object picking private VisualPickResult target; private float lastpicktime; private bool locktarget; private bool useSelectionFromClassicMode;//mxd public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } // This keeps extra element info private Dictionary sectordata; private Dictionary thingdata; private Dictionary vertexdata; //mxd //private Dictionary lightdata; //mxd // This is true when a selection was made because the action is performed // on an object that was not selected. In this case the previous selection // is cleared and the targeted object is temporarely selected to perform // the action on. After the action is completed, the object is deselected. private bool singleselection; // We keep these to determine if we need to make a new undo level private bool selectionchanged; private int lastundogroup; private VisualActionResult actionresult; private bool undocreated; // List of selected objects when an action is performed private List selectedobjects; //mxd. Used in Cut/PasteSelection actions private List copyBuffer; public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd private static bool gzdoomRenderingEffects = true; //mxd //mxd. Moved here from Tools private struct SidedefAlignJob { public Sidedef sidedef; public Sidedef controlSide; //mxd public float offsetx; public float scaleY; //mxd // When this is true, the previous sidedef was on the left of // this one and the texture X offset of this sidedef can be set // directly. When this is false, the length of this sidedef // must be subtracted from the X offset first. public bool forward; } #endregion #region ================== Properties public override object HighlightedObject { get { // Geometry picked? if(target.picked is VisualGeometry) { VisualGeometry pickedgeo = (target.picked as VisualGeometry); if(pickedgeo.Sidedef != null) return pickedgeo.Sidedef; else if(pickedgeo.Sector != null) return pickedgeo.Sector; else return null; } // Thing picked? else if(target.picked is VisualThing) { VisualThing pickedthing = (target.picked as VisualThing); return pickedthing.Thing; } else { return null; } } } //mxd public object HighlightedTarget { get { return target.picked; } } new public IRenderer3D Renderer { get { return renderer; } } public bool IsSingleSelection { get { return singleselection; } } public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } } #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualMode() { // Initialize this.gravity = new Vector3D(0.0f, 0.0f, 0.0f); this.selectedobjects = new List(); //mxd this.copyBuffer = new List(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // This calculates brightness level internal int CalculateBrightness(int level) { return renderer.CalculateBrightness(level); } //mxd. This calculates brightness level with doom-style shading internal int CalculateBrightness(int level, Sidedef sd) { return renderer.CalculateBrightness(level, sd); } // This adds a selected object internal void AddSelectedObject(IVisualEventReceiver obj) { selectedobjects.Add(obj); selectionchanged = true; } // This removes a selected object internal void RemoveSelectedObject(IVisualEventReceiver obj) { selectedobjects.Remove(obj); selectionchanged = true; } // This is called before an action is performed public void PreAction(int multiselectionundogroup) { actionresult = new VisualActionResult(); PickTargetUnlocked(); // If the action is not performed on a selected object, clear the // current selection and make a temporary selection for the target. if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0))) { // Single object, no selection singleselection = true; ClearSelection(); undocreated = false; } else { singleselection = false; // Check if we should make a new undo level // We don't want to do this if this is the same action with the same // selection and the action wants to group the undo levels if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) || (multiselectionundogroup == UndoGroup.None) || selectionchanged) { // We want to create a new undo level, but not just yet lastundogroup = multiselectionundogroup; undocreated = false; } else { // We don't want to make a new undo level (changes will be combined) undocreated = true; } } } // Called before an action is performed. This does not make an undo level private void PreActionNoChange() { actionresult = new VisualActionResult(); singleselection = false; undocreated = false; } // This is called after an action is performed private void PostAction() { if(!string.IsNullOrEmpty(actionresult.displaystatus)) General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus); // Reset changed flags foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (vs.Value as BaseVisualSector); foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false; foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd bvs.Floor.Changed = false; bvs.Ceiling.Changed = false; } selectionchanged = false; if(singleselection) ClearSelection(); UpdateChangedObjects(); ShowTargetInfo(); } // This sets the result for an action public void SetActionResult(VisualActionResult result) { actionresult = result; } // This sets the result for an action public void SetActionResult(string displaystatus) { actionresult = new VisualActionResult(); actionresult.displaystatus = displaystatus; } // This creates an undo, when only a single selection is made // When a multi-selection is made, the undo is created by the PreAction function public int CreateUndo(string description, int group, int grouptag) { if(!undocreated) { undocreated = true; if(singleselection) return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag); else return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0); } else { return 0; } } // This creates an undo, when only a single selection is made // When a multi-selection is made, the undo is created by the PreAction function public int CreateUndo(string description) { return CreateUndo(description, UndoGroup.None, 0); } // This makes a list of the selected object private void RebuildSelectedObjectsList() { // Make list of selected objects selectedobjects = new List(); foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor); if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling); foreach(Sidedef sd in vs.Key.Sidedefs) { List sidedefgeos = bvs.GetSidedefGeometry(sd); foreach(VisualGeometry sdg in sidedefgeos) { if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver)); } } } } foreach(KeyValuePair vt in allthings) { if(vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Selected) selectedobjects.Add(bvt); } } //mxd if(General.Map.UDMF && General.Settings.GZShowVisualVertices) { foreach(KeyValuePair pair in vertices) { if(pair.Value.Vertex1.Selected) selectedobjects.Add((BaseVisualVertex)pair.Value.Vertex1); if(pair.Value.Vertex2.Selected) selectedobjects.Add((BaseVisualVertex)pair.Value.Vertex2); } } } //mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector internal BaseVisualSector CreateBaseVisualSector(Sector s) { BaseVisualSector vs = new BaseVisualSector(this, s); if(vs != null) allsectors.Add(s, vs); return vs; } // This creates a visual sector protected override VisualSector CreateVisualSector(Sector s) { BaseVisualSector vs = new BaseVisualSector(this, s); if (vs != null) allsectors.Add(s, vs); //mxd return vs; } // This creates a visual thing protected override VisualThing CreateVisualThing(Thing t) { BaseVisualThing vt = new BaseVisualThing(this, t); return vt.Setup() ? vt : null; } // This locks the target so that it isn't changed until unlocked public void LockTarget() { locktarget = true; } // This unlocks the target so that is changes to the aimed geometry again public void UnlockTarget() { locktarget = false; } // This picks a new target, if not locked private void PickTargetUnlocked() { if(!locktarget) PickTarget(); } // This picks a new target private void PickTarget() { // Find the object we are aiming at Vector3D start = General.Map.VisualCamera.Position; Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position; delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE); VisualPickResult newtarget = PickObject(start, start + delta); // Should we update the info on panels? bool updateinfo = (newtarget.picked != target.picked); // Apply new target target = newtarget; // Show target info if(updateinfo) ShowTargetInfo(); } // This shows the picked target information public void ShowTargetInfo() { // Any result? if(target.picked != null) { // Geometry picked? if(target.picked is VisualGeometry) { VisualGeometry pickedgeo = (target.picked as VisualGeometry); // Sidedef? if(pickedgeo is BaseVisualGeometrySidedef) { BaseVisualGeometrySidedef pickedsidedef = (pickedgeo as BaseVisualGeometrySidedef); General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef()); //mxd } // Sector? else if(pickedgeo is BaseVisualGeometrySector) { BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector); General.Interface.ShowSectorInfo(pickedsector.Level.sector); } else { General.Interface.HideInfo(); } } else if(target.picked is VisualThing) { // Thing picked? VisualThing pickedthing = (target.picked as VisualThing); General.Interface.ShowThingInfo(pickedthing.Thing); } else if(target.picked is VisualVertex) //mxd { VisualVertex pickedvert = (target.picked as VisualVertex); General.Interface.ShowVertexInfo(pickedvert.Vertex); } } else { General.Interface.HideInfo(); } } // This updates the VisualSectors and VisualThings that have their Changed property set private void UpdateChangedObjects() { foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if(bvs.Changed) bvs.Rebuild(); } } foreach(KeyValuePair vt in allthings) { if(vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Changed) bvt.Rebuild(); } } //mxd if(General.Map.UDMF) { foreach(KeyValuePair pair in vertices) pair.Value.Update(); } } //mxd protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) { List visualThings = GetSelectedVisualThings(true); if (visualThings.Count == 0) return; PreAction(UndoGroup.ThingMove); Vector3D[] coords = new Vector3D[visualThings.Count]; for (int i = 0; i < visualThings.Count; i++) coords[i] = visualThings[i].Thing.Position; //move things... Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition); for (int i = 0; i < visualThings.Count; i++) { BaseVisualThing t = visualThings[i] as BaseVisualThing; t.OnMove(translatedCoords[i]); } PostAction(); } //mxd private Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) { if (coordinates.Length == 0) return null; direction.x = (float)Math.Round(direction.x); direction.y = (float)Math.Round(direction.y); Vector3D[] translatedCoords = new Vector3D[coordinates.Length]; //move things... if (!absolutePosition) { //...relatively (that's easy) int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));// * 180 / Math.PI); int sector = General.ClampAngle(camAngle - 45) / 90; direction = direction.GetRotated(sector * Angle2D.PIHALF); for (int i = 0; i < coordinates.Length; i++) translatedCoords[i] = coordinates[i] + new Vector3D(direction); return translatedCoords; } //...to specified location preserving relative positioning (that's harder) if (coordinates.Length == 1) {//just move it there translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z); return translatedCoords; } //we need some reference float minX = coordinates[0].x; float maxX = minX; float minY = coordinates[0].y; float maxY = minY; //get bounding coordinates for selected things for (int i = 1; i < coordinates.Length; i++) { if (coordinates[i].x < minX) minX = coordinates[i].x; else if (coordinates[i].x > maxX) maxX = coordinates[i].x; if (coordinates[i].y < minY) minY = coordinates[i].y; else if (coordinates[i].y > maxY) maxY = coordinates[i].y; } Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2); //move them for (int i = 0; i < coordinates.Length; i++) translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z)); return translatedCoords; } //mxd internal void SelectSideParts(Sidedef side, bool toggleTop, bool toggleMid, bool toggleBottom, bool select, bool withSameTexture, bool withSameHeight) { BaseVisualSector vs = GetVisualSector(side.Sector) as BaseVisualSector; if(toggleTop && vs.Sides[side].upper != null && ((select && !vs.Sides[side].upper.Selected) || (!select && vs.Sides[side].upper.Selected))) { vs.Sides[side].upper.SelectNeighbours(select, withSameTexture, withSameHeight); } if(toggleMid && vs.Sides[side].middlesingle != null && ((select && !vs.Sides[side].middlesingle.Selected) || (!select && vs.Sides[side].middlesingle.Selected))) { vs.Sides[side].middlesingle.SelectNeighbours(select, withSameTexture, withSameHeight); } if(toggleMid && vs.Sides[side].middledouble != null && ((select && !vs.Sides[side].middledouble.Selected) || (!select && vs.Sides[side].middledouble.Selected))) { vs.Sides[side].middledouble.SelectNeighbours(select, withSameTexture, withSameHeight); } if(toggleBottom && vs.Sides[side].lower != null && ((select && !vs.Sides[side].lower.Selected) || (!select && vs.Sides[side].lower.Selected))) { vs.Sides[side].lower.SelectNeighbours(select, withSameTexture, withSameHeight); } } //mxd private void updateSelectionInfo() { int numWalls = 0; int numFloors = 0; int numCeilings = 0; int numThings = 0; int numVerts = 0; foreach(IVisualEventReceiver obj in selectedobjects) { if(!obj.IsSelected()) continue; if(obj is BaseVisualThing) numThings++; else if(obj is BaseVisualVertex) numVerts++; else if(obj is VisualCeiling) numCeilings++; else if(obj is VisualFloor) numFloors++; else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack) numWalls++; } string result = ""; if(numWalls > 0) result = numWalls + (numWalls > 1 ? " sidedefs" : " sidedef"); if(numFloors > 0) result += (result.Length > 0 ? ", " : "") + numFloors + (numFloors > 1 ? " floors" : " floor"); if(numCeilings > 0) result += (result.Length > 0 ? ", " : "") + numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling"); if(numThings > 0) result += (result.Length > 0 ? ", " : "") + numThings + (numThings > 1 ? " things" : " thing"); if(numVerts > 0) result += (result.Length > 0 ? ", " : "") + numVerts + (numVerts > 1 ? " vertices" : " vertex"); if(!string.IsNullOrEmpty(result)) { int pos = result.LastIndexOf(","); if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and"); result += " selected"; } General.Interface.DisplayStatus(StatusType.Selection, result); } //mxd internal void StartRealtimeInterfaceUpdate(SelectionType selectionType) { if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) { General.Interface.OnEditFormValuesChanged += new EventHandler(Interface_OnSectorEditFormValuesChanged); } else { General.Interface.OnEditFormValuesChanged += new EventHandler(Interface_OnEditFormValuesChanged); } } //mxd internal void StopRealtimeInterfaceUpdate(SelectionType selectionType) { if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) { General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged; } else { General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged; } } #endregion #region ================== Extended Methods // This requests a sector's extra data internal SectorData GetSectorData(Sector s) { // Make fresh sector data when it doesn't exist yet if(!sectordata.ContainsKey(s)) sectordata[s] = new SectorData(this, s); return sectordata[s]; } // This requests a things's extra data internal ThingData GetThingData(Thing t) { // Make fresh sector data when it doesn't exist yet if(!thingdata.ContainsKey(t)) thingdata[t] = new ThingData(this, t); return thingdata[t]; } //mxd internal VertexData GetVertexData(Vertex v) { if(!vertexdata.ContainsKey(v)) vertexdata[v] = new VertexData(this, v); return vertexdata[v]; } //mxd internal void UpdateVertexHandle(Vertex v) { if(!vertices.ContainsKey(v)) vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, true), new BaseVisualVertex(this, v, false))); else vertices[v].Changed = true; } // This rebuilds the sector data // This requires that the blockmap is up-to-date! internal void RebuildElementData() { //mxd Sector[] sectorsWithEffects = null; if (!gzdoomRenderingEffects) { //store all sectors with effects if(sectordata != null && sectordata.Count > 0) { sectorsWithEffects = new Sector[sectordata.Count]; sectordata.Keys.CopyTo(sectorsWithEffects, 0); } //remove all vertex handles from selection if(vertices != null && vertices.Count > 0) { foreach(IVisualEventReceiver i in selectedobjects){ if(i is BaseVisualVertex) RemoveSelectedObject(i); } } } Dictionary> sectortags = new Dictionary>(); sectordata = new Dictionary(General.Map.Map.Sectors.Count); thingdata = new Dictionary(General.Map.Map.Things.Count); //mxd. rebuild all sectors with effects if(sectorsWithEffects != null) { for(int i = 0; i < sectorsWithEffects.Length; i++) { // The visual sector associated is now outdated if(VisualSectorExists(sectorsWithEffects[i])) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sectorsWithEffects[i]); vs.UpdateSectorGeometry(true); } } } if(General.Map.UDMF) { vertexdata = new Dictionary(General.Map.Map.Vertices.Count); //mxd vertices.Clear(); } if (!gzdoomRenderingEffects) return; //mxd // Find all sector who's tag is not 0 and hash them so that we can find them quicly foreach(Sector s in General.Map.Map.Sectors) { if(s.Tag != 0) { if(!sectortags.ContainsKey(s.Tag)) sectortags[s.Tag] = new List(); sectortags[s.Tag].Add(s); } } // Find sectors with 3 vertices, because they can be sloped foreach(Sector s in General.Map.Map.Sectors) { // ========== Thing vertex slope, vertices with UDMF vertex offsets ========== if(s.Sidedefs.Count == 3) { if(General.Map.UDMF) //mxd GetSectorData(s).AddEffectVertexOffset(); List slopeceilingthings = new List(3); List slopefloorthings = new List(3); foreach(Sidedef sd in s.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start; // Check if a thing is at this vertex VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position)); foreach(Thing t in b.Things) { if((Vector2D)t.Position == v.Position) { if(t.Type == 1504) slopefloorthings.Add(t); else if(t.Type == 1505) slopeceilingthings.Add(t); } } } // Slope any floor vertices? if(slopefloorthings.Count > 0) { SectorData sd = GetSectorData(s); sd.AddEffectThingVertexSlope(slopefloorthings, true); } // Slope any ceiling vertices? if(slopeceilingthings.Count > 0) { SectorData sd = GetSectorData(s); sd.AddEffectThingVertexSlope(slopeceilingthings, false); } } } // Find interesting linedefs (such as line slopes) foreach(Linedef l in General.Map.Map.Linedefs) { // ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ========== if(l.Action == 181) { // Slope front if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null)) { SectorData sd = GetSectorData(l.Front.Sector); sd.AddEffectLineSlope(l); } // Slope back if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null)) { SectorData sd = GetSectorData(l.Back.Sector); sd.AddEffectLineSlope(l); } } // ========== Plane Copy (mxd) (see http://zdoom.org/wiki/Plane_Copy) ========== else if(l.Action == 118) { //check sodding flags... bool floorCopyToBack = false; bool floorCopyToFront = false; bool ceilingCopyToBack = false; bool ceilingCopyToFront = false; if(l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12) { floorCopyToBack = (l.Args[4] & 1) == 1; floorCopyToFront = (l.Args[4] & 2) == 2; ceilingCopyToBack = (l.Args[4] & 4) == 4; ceilingCopyToFront = (l.Args[4] & 8) == 8; } // Copy slope to front sector //Flags: Back floor to front sector or Back ceiling to front sector if(l.Front != null) { if((l.Args[0] > 0 || l.Args[1] > 0) || (floorCopyToFront && l.Args[2] > 0) || (ceilingCopyToFront && l.Args[3] > 0)) { SectorData sd = GetSectorData(l.Front.Sector); sd.AddEffectPlaneClopySlope(l, true); } } // Copy slope to back sector //Flags: Copy front floor to back sector or Front ceiling to back sector if(l.Back != null) { if((l.Args[2] > 0 || l.Args[3] > 0) || (floorCopyToBack && l.Args[0] > 0) || (ceilingCopyToBack && l.Args[1] > 0)) { SectorData sd = GetSectorData(l.Back.Sector); sd.AddEffectPlaneClopySlope(l, false); } } } // ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ========== else if((l.Action == 160) && (l.Front != null)) { //mxd. Added hi-tag/line ID check int sectortag = (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0 ? l.Args[0] : l.Args[0] + (l.Args[4] << 8); if(sectortags.ContainsKey(sectortag)) { List sectors = sectortags[sectortag]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffect3DFloor(l); } } } // ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) ========= else if((l.Action == 50) && (l.Front != null)) { if(sectortags.ContainsKey(l.Args[0])) { List sectors = sectortags[l.Args[0]]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectBrightnessLevel(l); } } } } // Find interesting things (such as sector slopes) foreach(Thing t in General.Map.Map.Things) { // ========== Copy slope ========== if((t.Type == 9510) || (t.Type == 9511)) { t.DetermineSector(blockmap); if(t.Sector != null) { SectorData sd = GetSectorData(t.Sector); sd.AddEffectCopySlope(t); } } // ========== Thing line slope ========== else if((t.Type == 9500) || (t.Type == 9501)) { t.DetermineSector(blockmap); if(t.Sector != null) { SectorData sd = GetSectorData(t.Sector); sd.AddEffectThingLineSlope(t); } } } } #endregion #region ================== Events // Help! public override void OnHelp() { General.ShowHelp("e_visual.html"); } // When entering this mode public override void OnEngage() { base.OnEngage(); //mxd useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState; if(useSelectionFromClassicMode) updateSelectionInfo(); // Read settings cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset); cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset); RebuildElementData(); } // When returning to another mode public override void OnDisengage() { base.OnDisengage(); //mxd if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState) { //clear previously selected stuff General.Map.Map.ClearAllSelected(); //refill selection List selectedSectors = new List(); List selectedLines = new List(); List selectedVertices = new List(); foreach(IVisualEventReceiver obj in selectedobjects) { if(obj is BaseVisualThing) { ((BaseVisualThing)obj).Thing.Selected = true; } else if(obj is VisualFloor || obj is VisualCeiling) { VisualGeometry vg = (VisualGeometry)obj; if(vg.Sector != null && vg.Sector.Sector != null && !selectedSectors.Contains(vg.Sector.Sector)) { selectedSectors.Add(vg.Sector.Sector); foreach(Sidedef s in vg.Sector.Sector.Sidedefs){ if(!selectedLines.Contains(s.Line)) selectedLines.Add(s.Line); } } } else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble || obj is VisualMiddleSingle || obj is VisualMiddle3D) { VisualGeometry vg = (VisualGeometry)obj; if(vg.Sidedef != null && !selectedLines.Contains(vg.Sidedef.Line)) selectedLines.Add(vg.Sidedef.Line); } } foreach(Sector s in selectedSectors) s.Selected = true; foreach(Linedef l in selectedLines) { l.Selected = true; if(!selectedVertices.Contains(l.Start)) selectedVertices.Add(l.Start); if(!selectedVertices.Contains(l.End)) selectedVertices.Add(l.End); } foreach(Vertex v in selectedVertices) v.Selected = true; } copyBuffer.Clear(); //mxd General.Map.Map.Update(); } // Processing public override void OnProcess(float deltatime) { // Process things? base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0); // Setup the move multiplier depending on gravity Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f); if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f; General.Map.VisualCamera.MoveMultiplier = movemultiplier; // Apply gravity? if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null)) { SectorData sd = GetSectorData(General.Map.VisualCamera.Sector); if(!sd.Updated) sd.Update(); // Camera below floor level? Vector3D feetposition = General.Map.VisualCamera.Position; SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.LightLevels[0]; float floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position); if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1f)) { // Stay above floor gravity = new Vector3D(0.0f, 0.0f, 0.0f); General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, floorheight + cameraflooroffset); } else { // Fall down gravity.z += GRAVITY * General.Map.VisualCamera.Gravity * deltatime; if(gravity.z > 3.0f) gravity.z = 3.0f; // Test if we don't go through a floor if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1f)) { // Stay above floor gravity = new Vector3D(0.0f, 0.0f, 0.0f); General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, floorheight + cameraflooroffset); } else { // Apply gravity vector General.Map.VisualCamera.Position += gravity; } } // Camera above ceiling? feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0f); SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.LightLevels[sd.LightLevels.Count - 1]; float ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position); if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01f)) { // Stay below ceiling General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, ceilheight - cameraceilingoffset); } } else { gravity = new Vector3D(0.0f, 0.0f, 0.0f); } // Do processing base.OnProcess(deltatime); // Process visible geometry foreach(IVisualEventReceiver g in visiblegeometry) { g.OnProcess(deltatime); } // Time to pick a new target? if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL)) { PickTargetUnlocked(); lastpicktime = General.Clock.CurrentTime; } // The mouse is always in motion MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0); OnMouseMove(args); } // This draws a frame public override void OnRedrawDisplay() { // Start drawing if(renderer.Start()) { // Use fog! renderer.SetFogMode(true); // Set target for highlighting renderer.ShowSelection = General.Settings.GZOldHighlightMode || BuilderPlug.Me.UseHighlight; //mxd if(BuilderPlug.Me.UseHighlight) renderer.SetHighlightedObject(target.picked); // Begin with geometry renderer.StartGeometry(); // Render all visible sectors foreach(VisualGeometry g in visiblegeometry) renderer.AddSectorGeometry(g); if(BuilderPlug.Me.ShowVisualThings != 0) { // Render things in cages? renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0); // Render all visible things foreach(VisualThing t in visiblethings) renderer.AddThingGeometry(t); } //mxd if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0) { List verts = new List(); foreach(KeyValuePair pair in vertices) verts.AddRange(pair.Value.Vertices); renderer.AddVisualVertices(verts.ToArray()); } // Done rendering geometry renderer.FinishGeometry(); // Render crosshair renderer.RenderCrosshair(); // Present! renderer.Finish(); } } // After resources were reloaded protected override void ResourcesReloaded() { base.ResourcesReloaded(); RebuildElementData(); PickTarget(); } // 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 override void ResourcesReloadedPartial() { bool sectorsmarked = false; if(General.Map.UndoRedo.GeometryChanged) { // Let the core do this (it will just dispose the sectors that were changed) base.ResourcesReloadedPartial(); } else { // Neighbour sectors must be updated as well foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked) { sectorsmarked = true; foreach(Sidedef sd in s.Sidedefs) { sd.Marked = true; if(sd.Other != null) sd.Other.Marked = true; } } } // Go for all sidedefs to update foreach(Sidedef sd in General.Map.Map.Sidedefs) { if(sd.Marked && VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } // Go for all sectors to update foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked) { SectorData sd = GetSectorData(s); sd.Reset(); // UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well! foreach(KeyValuePair us in sd.UpdateAlso) { if(VisualSectorExists(us.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key); vs.UpdateSectorGeometry(us.Value); } } // And update for this sector ofcourse if(VisualSectorExists(s)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s); vs.UpdateSectorGeometry(false); } } } if(!sectorsmarked) { // No sectors or geometry changed. So we only have // to update things when they have changed. foreach(KeyValuePair vt in allthings) if((vt.Value != null) && vt.Key.Marked) (vt.Value as BaseVisualThing).Rebuild(); } else { // 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 allthings = new Dictionary(allthings.Count); } // Clear visibility collections visiblesectors.Clear(); visibleblocks.Clear(); visiblegeometry.Clear(); visiblethings.Clear(); // Make new blockmap if(sectorsmarked || General.Map.UndoRedo.PopulationChanged) FillBlockMap(); RebuildElementData(); UpdateChangedObjects(); // Visibility culling (this re-creates the needed resources) DoCulling(); } // Determine what we're aiming at now PickTarget(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); GetTargetEventReceiver(true).OnMouseMove(e); } // Undo performed public override void OnUndoEnd() { base.OnUndoEnd(); //mxd. Effects may've become invalid if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0) RebuildElementData(); //mxd. As well as geometry... foreach(KeyValuePair group in visiblesectors){ if (group.Value is BaseVisualSector) ((BaseVisualSector)group.Value).Rebuild(); } RebuildSelectedObjectsList(); // We can't group with this undo level anymore lastundogroup = UndoGroup.None; //mxd updateSelectionInfo(); } // Redo performed public override void OnRedoEnd() { base.OnRedoEnd(); //mxd. Effects may've become invalid if(sectordata != null && sectordata.Count > 0) RebuildElementData(); //mxd. As well as geometry... foreach (KeyValuePair group in visiblesectors) { if (group.Value is BaseVisualSector) ((BaseVisualSector)group.Value).Rebuild(); } RebuildSelectedObjectsList(); //mxd updateSelectionInfo(); } //mxd private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e) { if(allsectors == null) return; // Reset changed flags foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (vs.Value as BaseVisualSector); foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false; foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; bvs.Floor.Changed = false; bvs.Ceiling.Changed = false; } UpdateChangedObjects(); ShowTargetInfo(); } //mxd private void Interface_OnEditFormValuesChanged(object sender, EventArgs e) { UpdateChangedObjects(); ShowTargetInfo(); } #endregion #region ================== Action Assist // Because some actions can only be called on a single (the targeted) object because // they show a dialog window or something, these functions help applying the result // to all compatible selected objects. // Apply texture offsets public void ApplyTextureOffsetChange(int dx, int dy) { Dictionary donesides = new Dictionary(selectedobjects.Count); List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef vs = i as BaseVisualGeometrySidedef; //mxd if(i is BaseVisualGeometrySidedef) { if(!donesides.ContainsKey(vs.Sidedef)) { //mxd. added scaling by texture scale if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false); donesides.Add((i as BaseVisualGeometrySidedef).Sidedef, 0); } } } } // Apply flat offsets public void ApplyFlatOffsetChange(int dx, int dy) { Dictionary donesectors = new Dictionary(selectedobjects.Count); List objs = GetSelectedObjects(true, false, false, false); foreach(IVisualEventReceiver i in objs) { if(i is BaseVisualGeometrySector) { if(!donesectors.ContainsKey((i as BaseVisualGeometrySector).Sector.Sector)) { i.OnChangeTextureOffset(dx, dy, false); donesectors.Add((i as BaseVisualGeometrySector).Sector.Sector, 0); } } } } // Apply upper unpegged flag public void ApplyUpperUnpegged(bool set) { List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) { i.ApplyUpperUnpegged(set); } } // Apply lower unpegged flag public void ApplyLowerUnpegged(bool set) { List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) { i.ApplyLowerUnpegged(set); } } // Apply texture change public void ApplySelectTexture(string texture, bool flat) { List objs; if(General.Map.Config.MixTexturesFlats) { // Apply on all compatible types objs = GetSelectedObjects(true, true, false, false); } else { // We don't want to mix textures and flats, so apply only on the appropriate type objs = GetSelectedObjects(flat, !flat, false, false); } foreach(IVisualEventReceiver i in objs) { i.ApplyTexture(texture); } } // This returns all selected objects internal List GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices) { List objs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i); else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i); else if((i is BaseVisualThing) && includethings) objs.Add(i); else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd } // Add highlight? if(selectedobjects.Count == 0) { IVisualEventReceiver i = (target.picked as IVisualEventReceiver); if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i); else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i); else if((i is BaseVisualThing) && includethings) objs.Add(i); else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd } return objs; } // This returns all selected sectors, no doubles public List GetSelectedSectors() { Dictionary added = new Dictionary(); List sectors = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySector) { Sector s = (i as BaseVisualGeometrySector).Level.sector; if(!added.ContainsKey(s)) { sectors.Add(s); added.Add(s, 0); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector)) { Sector s = (target.picked as BaseVisualGeometrySector).Level.sector; if(!added.ContainsKey(s)) sectors.Add(s); } return sectors; } // This returns all selected linedefs, no doubles public List GetSelectedLinedefs() { Dictionary added = new Dictionary(); List linedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { //Linedef l = (i as BaseVisualGeometrySidedef).Sidedef.Line; Linedef l = (i as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd if(!added.ContainsKey(l)) { linedefs.Add(l); added.Add(l, 0); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef)) { //Linedef l = (target.picked as BaseVisualGeometrySidedef).Sidedef.Line; Linedef l = (target.picked as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd if(!added.ContainsKey(l)) linedefs.Add(l); } return linedefs; } // This returns all selected sidedefs, no doubles public List GetSelectedSidedefs() { Dictionary added = new Dictionary(); List sidedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { Sidedef sd = (i as BaseVisualGeometrySidedef).Sidedef; if(!added.ContainsKey(sd)) { sidedefs.Add(sd); added.Add(sd, 0); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef)) { Sidedef sd = (target.picked as BaseVisualGeometrySidedef).Sidedef; if(!added.ContainsKey(sd)) sidedefs.Add(sd); } return sidedefs; } // This returns all selected things, no doubles public List GetSelectedThings() { Dictionary added = new Dictionary(); List things = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualThing) { Thing t = (i as BaseVisualThing).Thing; if(!added.ContainsKey(t)) { things.Add(t); added.Add(t, 0); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing)) { Thing t = (target.picked as BaseVisualThing).Thing; if(!added.ContainsKey(t)) things.Add(t); } return things; } //mxd. This returns all selected vertices, no doubles public List GetSelectedVertices() { Dictionary added = new Dictionary(); List verts = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualVertex) { Vertex v = (i as BaseVisualVertex).Vertex; if(!added.ContainsKey(v)) { verts.Add(v); added.Add(v, 0); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex)) { Vertex v = (target.picked as BaseVisualVertex).Vertex; if(!added.ContainsKey(v)) verts.Add(v); } return verts; } // This returns the IVisualEventReceiver on which the action must be performed private IVisualEventReceiver GetTargetEventReceiver(bool targetonly) { if(target.picked != null) { if(singleselection || target.picked.Selected || targetonly) { return (IVisualEventReceiver)target.picked; } else if(selectedobjects.Count > 0) { return selectedobjects[0]; } else { return (IVisualEventReceiver)target.picked; } } else { return new NullVisualEventReceiver(); } } //mxd. Copied from BuilderModes.ThingsMode // This creates a new thing private Thing CreateThing(Vector2D pos) { if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary || pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries."); return null; } // Create thing Thing t = General.Map.Map.CreateThing(); if (t != null) { General.Settings.ApplyDefaultThingSettings(t); t.Move(pos); t.UpdateConfiguration(); General.Map.IsChanged = true; // Update things filter so that it includes this thing General.Map.ThingsFilter.Update(); // Snap to grid enabled? if (General.Interface.SnapToGrid) { // Snap to grid t.SnapToGrid(); } else { // Snap to map format accuracy t.SnapToAccuracy(); } } return t; } #endregion #region ================== Actions [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { selectedobjects = new List(); foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if(bvs.Floor != null) bvs.Floor.Selected = false; if(bvs.Ceiling != null) bvs.Ceiling.Selected = false; foreach(VisualFloor vf in bvs.ExtraFloors) vf.Selected = false; foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false; foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd foreach(Sidedef sd in vs.Key.Sidedefs) { List sidedefgeos = bvs.GetSidedefGeometry(sd); foreach(VisualGeometry sdg in sidedefgeos) { sdg.Selected = false; } } } } foreach(KeyValuePair vt in allthings) { if(vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; bvt.Selected = false; } } //mxd if(General.Map.UDMF) { foreach(KeyValuePair pair in vertices) { pair.Value.Deselect(); } } //mxd General.Interface.DisplayStatus(StatusType.Selection, string.Empty); } [BeginAction("visualselect", BaseAction = true)] public void BeginSelect() { PreActionNoChange(); PickTargetUnlocked(); GetTargetEventReceiver(true).OnSelectBegin(); PostAction(); } [EndAction("visualselect", BaseAction = true)] public void EndSelect() { //PreActionNoChange(); IVisualEventReceiver target = GetTargetEventReceiver(true); target.OnSelectEnd(); //mxd if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0) { IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count]; selectedobjects.CopyTo(selection); foreach(IVisualEventReceiver obj in selection) obj.SelectNeighbours(target.IsSelected(), General.Interface.ShiftState, General.Interface.CtrlState); } Renderer.ShowSelection = true; Renderer.ShowHighlight = true; PostAction(); //mxd updateSelectionInfo(); } [BeginAction("visualedit", BaseAction = true)] public void BeginEdit() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnEditBegin(); PostAction(); } [EndAction("visualedit", BaseAction = true)] public void EndEdit() { PreActionNoChange(); GetTargetEventReceiver(false).OnEditEnd(); PostAction(); } [BeginAction("raisesector8")] public void RaiseSector8() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8); PostAction(); } [BeginAction("lowersector8")] public void LowerSector8() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8); PostAction(); } [BeginAction("raisesector1")] public void RaiseSector1() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1); PostAction(); } [BeginAction("lowersector1")] public void LowerSector1() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1); PostAction(); } //mxd [BeginAction("raisesectortonearest")] public void RaiseSectorToNearest() { Dictionary floors = new Dictionary(); Dictionary ceilings = new Dictionary(); List things = new List(); bool withinSelection = General.Interface.CtrlState; //get selection if(selectedobjects.Count == 0) { IVisualEventReceiver i = (target.picked as IVisualEventReceiver); if(i is VisualFloor) { VisualFloor vf = i as VisualFloor; floors.Add(vf.Level.sector, vf); } else if(i is VisualCeiling) { VisualCeiling vc = i as VisualCeiling; ceilings.Add(vc.Level.sector, vc); } else if(i is BaseVisualThing) { things.Add(i as BaseVisualThing); } } else { foreach(IVisualEventReceiver i in selectedobjects) { if(i is VisualFloor) { VisualFloor vf = i as VisualFloor; floors.Add(vf.Level.sector, vf); } else if(i is VisualCeiling) { VisualCeiling vc = i as VisualCeiling; ceilings.Add(vc.Level.sector, vc); } else if(i is BaseVisualThing) { things.Add(i as BaseVisualThing); } } } //check what we have if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) { General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!"); return; } if(withinSelection) { string s = string.Empty; if(floors.Count == 1) s = "floors"; if(ceilings.Count == 1) { if(!string.IsNullOrEmpty(s)) s += " and "; s += "ceilings"; } if(!string.IsNullOrEmpty(s)){ General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!"); return; } } //process floors... int maxSelectedHeight = int.MinValue; int minSelectedCeilingHeight = int.MaxValue; int targetCeilingHeight = int.MaxValue; //get highest ceiling height from selection foreach(KeyValuePair group in ceilings) { if(group.Key.CeilHeight > maxSelectedHeight) maxSelectedHeight = group.Key.CeilHeight; } if(withinSelection) { //we are raising, so we don't need to check anything targetCeilingHeight = maxSelectedHeight; } else { //get next higher ceiling from surrounding unselected sectors foreach(KeyValuePair group in ceilings) { foreach(Sidedef side in group.Key.Sidedefs) { if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector)) continue; if(side.Other.Sector.CeilHeight < targetCeilingHeight && side.Other.Sector.CeilHeight > maxSelectedHeight) targetCeilingHeight = side.Other.Sector.CeilHeight; } } } //ceilings... maxSelectedHeight = int.MinValue; int targetFloorHeight = int.MaxValue; //get maximum floor and minimum ceiling heights from selection foreach(KeyValuePair group in floors) { if(group.Key.FloorHeight > maxSelectedHeight) maxSelectedHeight = group.Key.FloorHeight; if(group.Key.CeilHeight < minSelectedCeilingHeight) minSelectedCeilingHeight = group.Key.CeilHeight; } if(withinSelection) { //check heights if(minSelectedCeilingHeight < maxSelectedHeight) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!"); return; } else { targetFloorHeight = maxSelectedHeight; } } else { //get next higher floor from surrounding unselected sectors foreach(KeyValuePair group in floors) { foreach(Sidedef side in group.Key.Sidedefs) { if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector)) continue; if(side.Other.Sector.FloorHeight > maxSelectedHeight && side.Other.Sector.FloorHeight < targetFloorHeight && side.Other.Sector.FloorHeight <= minSelectedCeilingHeight) targetFloorHeight = side.Other.Sector.FloorHeight; } } } //CHECK VALUES string alignFailDescription = string.Empty; if (floors.Count > 0 && targetFloorHeight == int.MaxValue) { //raise to lowest ceiling? if(!withinSelection && minSelectedCeilingHeight > maxSelectedHeight) { targetFloorHeight = minSelectedCeilingHeight; } else { alignFailDescription = floors.Count > 1 ? "floors" : "floor"; } } if(ceilings.Count > 0 && targetCeilingHeight == int.MaxValue) { if(!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and "; alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling"; } if(!string.IsNullOrEmpty(alignFailDescription)) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!"); return; } //APPLY VALUES PreAction(UndoGroup.SectorHeightChange); //change floors heights if(floors.Count > 0) { foreach(KeyValuePair group in floors) { if(targetFloorHeight != group.Key.FloorHeight) group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight); } } //change ceilings heights if(ceilings.Count > 0) { foreach(KeyValuePair group in ceilings) { if(targetCeilingHeight != group.Key.CeilHeight) group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight); } } //and things. Just align them to ceiling if(General.Map.FormatInterface.HasThingHeight) { foreach(BaseVisualThing vt in things) { if(vt.Thing.Sector == null) continue; ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type); int zvalue = (int)(vt.Thing.Sector.FloorHeight + vt.Thing.Position.z); if(zvalue != vt.Thing.Sector.CeilHeight - ti.Height) vt.OnChangeTargetHeight((int)(vt.Thing.Sector.CeilHeight - ti.Height) - zvalue); } } PostAction(); } //mxd [BeginAction("lowersectortonearest")] public void LowerSectorToNearest() { Dictionary floors = new Dictionary(); Dictionary ceilings = new Dictionary(); List things = new List(); bool withinSelection = General.Interface.CtrlState; //get selection if(selectedobjects.Count == 0) { IVisualEventReceiver i = (target.picked as IVisualEventReceiver); if(i is VisualFloor) { VisualFloor vf = i as VisualFloor; floors.Add(vf.Level.sector, vf); } else if(i is VisualCeiling) { VisualCeiling vc = i as VisualCeiling; ceilings.Add(vc.Level.sector, vc); } else if(i is BaseVisualThing) { things.Add(i as BaseVisualThing); } }else{ foreach(IVisualEventReceiver i in selectedobjects) { if(i is VisualFloor) { VisualFloor vf = i as VisualFloor; floors.Add(vf.Level.sector, vf); } else if(i is VisualCeiling) { VisualCeiling vc = i as VisualCeiling; ceilings.Add(vc.Level.sector, vc); } else if(i is BaseVisualThing) { things.Add(i as BaseVisualThing); } } } //check what we have if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) { General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!"); return; } if(withinSelection) { string s = string.Empty; if(floors.Count == 1) s = "floors"; if(ceilings.Count == 1) { if(!string.IsNullOrEmpty(s)) s += " and "; s += "ceilings"; } if(!string.IsNullOrEmpty(s)) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!"); return; } } //process floors... int minSelectedHeight = int.MaxValue; int targetFloorHeight = int.MinValue; //get minimum floor height from selection foreach(KeyValuePair group in floors) { if(group.Key.FloorHeight < minSelectedHeight) minSelectedHeight = group.Key.FloorHeight; } if(withinSelection) { //we are lowering, so we don't need to check anything targetFloorHeight = minSelectedHeight; } else { //get next floor lower height from surrounding unselected sectors foreach(KeyValuePair group in floors) { foreach(Sidedef side in group.Key.Sidedefs) { if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector)) continue; if(side.Other.Sector.FloorHeight > targetFloorHeight && side.Other.Sector.FloorHeight < minSelectedHeight) targetFloorHeight = side.Other.Sector.FloorHeight; } } } //ceilings... minSelectedHeight = int.MaxValue; int maxSelectedFloorHeight = int.MinValue; int targetCeilingHeight = int.MinValue; //get minimum ceiling and maximum floor heights from selection foreach(KeyValuePair group in ceilings) { if(group.Key.CeilHeight < minSelectedHeight) minSelectedHeight = group.Key.CeilHeight; if(group.Key.FloorHeight > maxSelectedFloorHeight) maxSelectedFloorHeight = group.Key.FloorHeight; } if(withinSelection) { if(minSelectedHeight < maxSelectedFloorHeight) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!"); return; } else { targetCeilingHeight = minSelectedHeight; } } else { //get next lower ceiling height from surrounding unselected sectors foreach(KeyValuePair group in ceilings) { foreach(Sidedef side in group.Key.Sidedefs) { if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector)) continue; if(side.Other.Sector.CeilHeight > targetCeilingHeight && side.Other.Sector.CeilHeight < minSelectedHeight && side.Other.Sector.CeilHeight >= maxSelectedFloorHeight) targetCeilingHeight = side.Other.Sector.CeilHeight; } } } //CHECK VALUES: string alignFailDescription = string.Empty; if(floors.Count > 0 && targetFloorHeight == int.MinValue) alignFailDescription = floors.Count > 1 ? "floors" : "floor"; if(ceilings.Count > 0 && targetCeilingHeight == int.MinValue) { //drop to highest floor? if(!withinSelection && maxSelectedFloorHeight < minSelectedHeight) { targetCeilingHeight = maxSelectedFloorHeight; } else { if (!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and "; alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling"; } } if(!string.IsNullOrEmpty(alignFailDescription)) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!"); return; } //APPLY VALUES: PreAction(UndoGroup.SectorHeightChange); //change floor height if(floors.Count > 0) { foreach(KeyValuePair group in floors) { if(targetFloorHeight != group.Key.FloorHeight) group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight); } } //change ceiling height if(ceilings.Count > 0) { foreach(KeyValuePair group in ceilings) { if(targetCeilingHeight != group.Key.CeilHeight) group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight); } } //process things. Just drop them to ground if(General.Map.FormatInterface.HasThingHeight){ foreach(BaseVisualThing vt in things) { if(vt.Thing.Sector == null) continue; ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type); if(vt.Thing.Position.z != 0) vt.OnChangeTargetHeight((int)-vt.Thing.Position.z); } } PostAction(); } [BeginAction("showvisualthings")] public void ShowVisualThings() { BuilderPlug.Me.ShowVisualThings++; if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0; } [BeginAction("raisebrightness8")] public void RaiseBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true); PostAction(); } [BeginAction("lowerbrightness8")] public void LowerBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false); PostAction(); } [BeginAction("movetextureleft")] public void MoveTextureLeft1() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0, true); PostAction(); } [BeginAction("movetextureright")] public void MoveTextureRight1() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0, true); PostAction(); } [BeginAction("movetextureup")] public void MoveTextureUp1() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1, true); PostAction(); } [BeginAction("movetexturedown")] public void MoveTextureDown1() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1, true); PostAction(); } [BeginAction("movetextureleft8")] public void MoveTextureLeft8() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0, true); PostAction(); } [BeginAction("movetextureright8")] public void MoveTextureRight8() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0, true); PostAction(); } [BeginAction("movetextureup8")] public void MoveTextureUp8() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8, true); PostAction(); } [BeginAction("movetexturedown8")] public void MoveTextureDown8() { PreAction(UndoGroup.TextureOffsetChange); List objs = GetSelectedObjects(true, true, false, false); foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8, true); PostAction(); } //mxd [BeginAction("scaletextureupx")] public void ScaleTextureUpX() { PreAction(UndoGroup.TextureScaleChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(-0.1f, 0); PostAction(); } //mxd [BeginAction("scaletexturedownx")] public void ScaleTextureDownX() { PreAction(UndoGroup.TextureScaleChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0.1f, 0); PostAction(); } //mxd [BeginAction("scaletextureupy")] public void ScaleTextureUpY() { PreAction(UndoGroup.TextureScaleChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, 0.1f); PostAction(); } //mxd [BeginAction("scaletexturedowny")] public void ScaleTextureDownY() { PreAction(UndoGroup.TextureScaleChange); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, -0.1f); PostAction(); } [BeginAction("textureselect")] public void TextureSelect() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnSelectTexture(); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("texturecopy")] public void TextureCopy() { PreActionNoChange(); GetTargetEventReceiver(false).OnCopyTexture(); PostAction(); } [BeginAction("texturepaste")] public void TexturePaste() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnPasteTexture(); PostAction(); } //mxd [BeginAction("visualautoalign")] public void TextureAutoAlign() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(true, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("visualautoalignx")] public void TextureAutoAlignX() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(true, false); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("visualautoaligny")] public void TextureAutoAlignY() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(false, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselection")] public void TextureAlignToSelected() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); autoAlignTexturesToSelected(true, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselectionx")] public void TextureAlignToSelectedX() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); autoAlignTexturesToSelected(true, false); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselectiony")] public void TextureAlignToSelectedY() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); autoAlignTexturesToSelected(false, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd private void autoAlignTexturesToSelected(bool alignX, bool alignY) { string rest = string.Empty; if(alignX && alignY) rest = "(X and Y)"; else if(alignX) rest = "(X)"; else rest = "(Y)"; CreateUndo("Auto-align textures to selected sidedefs " + rest); SetActionResult("Auto-aligned textures to selected sidedefs " + rest + "."); // Clear all marks, this will align everything it can General.Map.Map.ClearMarkedSidedefs(false); //get selection List objs = GetSelectedObjects(false, true, false, false); //align foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef; // Make sure the texture is loaded (we need the texture size) if(!side.Texture.IsImageLoaded) side.Texture.LoadImage(); //Align textures AutoAlignTextures(side, side.Texture, alignX, alignY, false, false); // Get the changed sidedefs List changes = General.Map.Map.GetMarkedSidedefs(true); foreach(Sidedef sd in changes) { // Update the parts for this sidedef! if(VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (GetVisualSector(sd.Sector) as BaseVisualSector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } } } //mxd [BeginAction("visualfittextures")] public void TextureFit() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, true); PostAction(); } //mxd [BeginAction("visualfittexturesx")] public void TextureFitX() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, false); PostAction(); } //mxd [BeginAction("visualfittexturesy")] public void TextureFitY() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(false, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnTextureFit(false, true); PostAction(); } [BeginAction("toggleupperunpegged")] public void ToggleUpperUnpegged() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnToggleUpperUnpegged(); PostAction(); } [BeginAction("togglelowerunpegged")] public void ToggleLowerUnpegged() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnToggleLowerUnpegged(); PostAction(); } [BeginAction("togglegravity")] public void ToggleGravity() { BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity; string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF"; General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + "."); } [BeginAction("togglebrightness")] public void ToggleBrightness() { renderer.FullBrightness = !renderer.FullBrightness; string onoff = renderer.FullBrightness ? "ON" : "OFF"; General.Interface.DisplayStatus(StatusType.Action, "Full Brightness is now " + onoff + "."); } [BeginAction("togglehighlight")] public void ToggleHighlight() { BuilderPlug.Me.UseHighlight = !BuilderPlug.Me.UseHighlight; string onoff = BuilderPlug.Me.UseHighlight ? "ON" : "OFF"; General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + onoff + "."); } [BeginAction("resettexture")] public void ResetTexture() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset(); PostAction(); } [BeginAction("resettextureudmf")] public void ResetLocalOffsets() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset(); PostAction(); } [BeginAction("floodfilltextures")] public void FloodfillTextures() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnTextureFloodfill(); PostAction(); } [BeginAction("texturecopyoffsets")] public void TextureCopyOffsets() { PreActionNoChange(); GetTargetEventReceiver(false).OnCopyTextureOffsets(); PostAction(); } [BeginAction("texturepasteoffsets")] public void TexturePasteOffsets() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets(); PostAction(); } [BeginAction("copyproperties")] public void CopyProperties() { PreActionNoChange(); GetTargetEventReceiver(false).OnCopyProperties(); PostAction(); } [BeginAction("pasteproperties")] public void PasteProperties() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnPasteProperties(); PostAction(); } //mxd. now we can insert things in Visual modes [BeginAction("insertitem", BaseAction = true)] public void InsertThing() { Vector2D hitpos = GetHitPosition(); if (!hitpos.IsFinite()) { General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!"); return; } ClearSelection(); PreActionNoChange(); General.Map.UndoRedo.ClearAllRedos(); General.Map.UndoRedo.CreateUndo("Insert thing"); Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y)); if (t == null) { General.Map.UndoRedo.WithdrawUndo(); return; } // Edit the thing? if (BuilderPlug.Me.EditNewThing) General.Interface.ShowEditThings(new List { t }); //add thing to blockmap blockmap.AddThing(t); General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing."); PostAction(); } //mxd [BeginAction("deleteitem", BaseAction = true)] public void Delete() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, true); foreach(IVisualEventReceiver i in objs) i.OnDelete(); PostAction(); ClearSelection(); } //mxd [BeginAction("copyselection", BaseAction = true)] public void CopySelection() { List objs = GetSelectedObjects(false, false, true, false); if (objs.Count == 0) return; copyBuffer.Clear(); foreach (IVisualEventReceiver i in objs) { VisualThing vt = i as VisualThing; if (vt != null) copyBuffer.Add(new ThingCopyData(vt.Thing)); } General.Interface.DisplayStatus(StatusType.Info, "Copied " + copyBuffer.Count + " Things"); } //mxd [BeginAction("cutselection", BaseAction = true)] public void CutSelection() { CopySelection(); //Create undo string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : "."); CreateUndo("Cut " + rest); General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest); List objs = GetSelectedObjects(false, false, true, false); foreach (IVisualEventReceiver i in objs) { BaseVisualThing thing = i as BaseVisualThing; thing.Thing.Fields.BeforeFieldsChange(); thing.Thing.Dispose(); thing.Dispose(); } General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); } //mxd. We'll just use currently selected objects [BeginAction("pasteselection", BaseAction = true)] public void PasteSelection() { if(copyBuffer.Count == 0){ General.Interface.DisplayStatus(StatusType.Warning, "Nothing to paste, cut or copy some Things first!"); return; } Vector2D hitpos = GetHitPosition(); if (!hitpos.IsFinite()) { General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!"); return; } string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : "."); General.Map.UndoRedo.CreateUndo("Paste " + rest); General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest); PreActionNoChange(); ClearSelection(); //get translated positions Vector3D[] coords = new Vector3D[copyBuffer.Count]; for (int i = 0; i < copyBuffer.Count; i++ ) coords[i] = copyBuffer[i].Position; Vector3D[] translatedCoords = translateCoordinates(coords, hitpos, true); //create things from copyBuffer for (int i = 0; i < copyBuffer.Count; i++) { Thing t = CreateThing(new Vector2D()); if (t != null) { copyBuffer[i].ApplyTo(t); t.Move(translatedCoords[i]); //add thing to blockmap blockmap.AddThing(t); } } PostAction(); } //mxd. rotate clockwise [BeginAction("rotatethingscw")] public void RotateCW() { rotateThingsAndTextures(5); } //mxd. rotate counterclockwise [BeginAction("rotatethingsccw")] public void RotateCCW() { rotateThingsAndTextures(-5); } //mxd private void rotateThingsAndTextures(int increment) { PreAction(UndoGroup.ThingRotate); List selection = GetSelectedObjects(true, false, true, false); if(selection.Count == 0) return; foreach(IVisualEventReceiver obj in selection) { if(obj is BaseVisualThing) { BaseVisualThing t = obj as BaseVisualThing; t.Rotate(General.ClampAngle(t.Thing.AngleDoom + increment)); }else if(obj is VisualFloor) { VisualFloor vf = obj as VisualFloor; vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0f) + increment)); } else if(obj is VisualCeiling) { VisualCeiling vc = obj as VisualCeiling; vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0f) + increment)); } } PostAction(); } //mxd [BeginAction("togglegzdoomrenderingeffects")] public void ToggleGZDoomRenderingEffects() { gzdoomRenderingEffects = !gzdoomRenderingEffects; RebuildElementData(); UpdateChangedObjects(); General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom rendering effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED")); } //mxd [BeginAction("thingaligntowall")] public void AlignThingsToWall() { List visualThings = GetSelectedVisualThings(true); if(visualThings.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!"); return; } List things = new List(); foreach(VisualThing vt in visualThings) things.Add(vt.Thing); // Make undo if(things.Count > 1) { General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things"); General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things."); } else { General.Map.UndoRedo.CreateUndo("Align thing"); General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing."); } //align things int thingsCount = General.Map.Map.Things.Count; foreach(Thing t in things) { List excludedLines = new List(); bool aligned = false; do { Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines); aligned = Tools.TryAlignThingToLine(t, l); if(!aligned) { excludedLines.Add(l); if(excludedLines.Count == thingsCount) { ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.Type); General.ErrorLogger.Add(ErrorType.Warning, "Unable to align Thing ¹" + t.Index + " (" + tti.Title + ") to any linedef in a map!"); aligned = true; } } } while(!aligned); } //apply changes to Visual Things for(int i = 0; i < visualThings.Count; i++) { BaseVisualThing t = visualThings[i] as BaseVisualThing; t.Changed = true; // Update what must be updated ThingData td = GetThingData(t.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } } UpdateChangedObjects(); ShowTargetInfo(); } //mxd [BeginAction("lookthroughthing")] public void LookThroughThing() { List visualThings = GetSelectedVisualThings(true); if(visualThings.Count != 1) { General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!"); return; } //set position and angles Thing t = visualThings[0].Thing; if((t.Type == 9072 || t.Type == 9073) && t.Args[3] > 0) { //AimingCamera or MovingCamera with target? //position if(t.Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) { //positon MovingCamera at targeted interpolation point int ipTag = t.Args[0] + (t.Args[1] << 8); Thing ip = null; //find interpolation point foreach(Thing tgt in General.Map.Map.Things) { if(tgt.Tag == ipTag && tgt.Type == 9070) { ip = tgt; break; } } if(ip != null) { VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip); Vector3D targetPos = new Vector3D(); if(vTarget == null) { targetPos = ip.Position; if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight; } else { targetPos = vTarget.CenterV3D; } General.Map.VisualCamera.Position = targetPos; //position at interpolation point } else { General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera } }else{ General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera } //angle Thing target = null; foreach(Thing tgt in General.Map.Map.Things) { if(tgt.Tag == t.Args[3]) { target = tgt; break; } } if (target == null) { General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!"); General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI; } else { VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target); Vector3D targetPos = new Vector3D(); if(vTarget == null) { targetPos = target.Position; if(target.Sector != null) targetPos.z += target.Sector.FloorHeight; } else { targetPos = vTarget.CenterV3D; } bool pitch = (t.Args[2] & 4) != 0; Vector3D delta = General.Map.VisualCamera.Position - targetPos; General.Map.VisualCamera.AngleXY = delta.GetAngleXY(); General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI; } } else if((t.Type == 9025 || t.Type == 9073 || t.Type == 9070) && t.Args[0] != 0) { //InterpolationPoint, SecurityCamera or AimingCamera with pitch? General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]); } else { //nope, just a generic thing General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI; } } //mxd [BeginAction("toggleslope")] public void ToggleSlope() { List selection = GetSelectedSurfaces(); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!"); return; } bool update = false; List toUpdate = new List(); General.Map.UndoRedo.CreateUndo("Toggle Slope"); //check selection foreach(VisualGeometry vg in selection) { update = false; //assign/remove action if(vg.GeometryType == VisualGeometryType.WALL_LOWER) { if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[0] == 0)) { //check if the sector already has floor slopes foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) { if(side == vg.Sidedef || side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[0] == arg) { //if only floor is affected, remove action if(side.Line.Args[1] == 0) side.Line.Action = 0; else //clear floor alignment side.Line.Args[0] = 0; } } //set action vg.Sidedef.Line.Action = 181; vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2); update = true; } } else if(vg.GeometryType == VisualGeometryType.WALL_UPPER) { if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[1] == 0)) { //check if the sector already has ceiling slopes foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) { if(side == vg.Sidedef || side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[1] == arg) { //if only ceiling is affected, remove action if(side.Line.Args[0] == 0) side.Line.Action = 0; else //clear ceiling alignment side.Line.Args[1] = 0; } } //set action vg.Sidedef.Line.Action = 181; vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2); update = true; } } else if(vg.GeometryType == VisualGeometryType.CEILING) { //check if the sector has ceiling slopes foreach(Sidedef side in vg.Sector.Sector.Sidedefs) { if(side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[1] == arg) { //if only ceiling is affected, remove action if(side.Line.Args[0] == 0) side.Line.Action = 0; else //clear ceiling alignment side.Line.Args[1] = 0; update = true; } } } else if(vg.GeometryType == VisualGeometryType.FLOOR) { //check if the sector has floor slopes foreach(Sidedef side in vg.Sector.Sector.Sidedefs) { if(side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[0] == arg) { //if only floor is affected, remove action if(side.Line.Args[1] == 0) side.Line.Action = 0; else //clear floor alignment side.Line.Args[0] = 0; update = true; } } } //add to update list if(update) toUpdate.Add(vg.Sector as BaseVisualSector); } //update changed geometry if(toUpdate.Count > 0) { RebuildElementData(); foreach(BaseVisualSector vs in toUpdate) vs.UpdateSectorGeometry(true); UpdateChangedObjects(); ClearSelection(); ShowTargetInfo(); } General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces.")); } #endregion #region ================== Texture Alignment //mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned) internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) { if(General.Map.UDMF) autoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts); else autoAlignTextures(start, texture, alignx, aligny, resetsidemarks); } //mxd. Moved here from Tools // This performs texture alignment along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been aligned // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to align only within a specific selection // (set the marked property to true for the sidedefs outside the selection) private void autoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks) { Stack todo = new Stack(50); float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f; float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f; // Mark all sidedefs false (they will be marked true when the texture is aligned). if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false); // Begin with first sidedef SidedefAlignJob first = new SidedefAlignJob(); first.sidedef = start.Sidedef; first.offsetx = start.Sidedef.OffsetX; int ystartalign = start.Sidedef.OffsetY; //mxd //mxd if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D) { first.controlSide = start.GetControlLinedef().Front; first.offsetx += first.controlSide.OffsetX; ystartalign += first.controlSide.OffsetY; } else { first.controlSide = start.Sidedef; } first.forward = true; todo.Push(first); // Continue until nothing more to align while(todo.Count > 0) { // Get the align job to do SidedefAlignJob j = todo.Pop(); if(j.forward) { Vertex v; int forwardoffset; int backwardoffset; // Apply alignment if(alignx) j.controlSide.OffsetX = (int)j.offsetx; if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign; forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex); backwardoffset = (int)j.offsetx; j.sidedef.Marked = true; // Wrap the value within the width of the texture (to prevent ridiculous values) // NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels if(texture.IsImageLoaded) { if(alignx) j.sidedef.OffsetX %= texture.Width; if(aligny) j.sidedef.OffsetY %= texture.Height; } // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false); } else { Vertex v; int forwardoffset; int backwardoffset; // Apply alignment if(alignx) j.sidedef.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex); if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign; forwardoffset = (int)j.offsetx; backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex); j.sidedef.Marked = true; // Wrap the value within the width of the texture (to prevent ridiculous values) // NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels if(texture.IsImageLoaded) { if(alignx) j.sidedef.OffsetX %= texture.Width; if(aligny) j.sidedef.OffsetY %= texture.Height; } // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false); } } } //mxd. Moved here from GZDoomEditing plugin // This performs UDMF texture alignment along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been aligned // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to align only within a specific selection // (set the marked property to true for the sidedefs outside the selection) private void autoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) { // Mark all sidedefs false (they will be marked true when the texture is aligned) if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false); if(!texture.IsImageLoaded) return; Stack todo = new Stack(50); float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f; float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f; Sidedef startControlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef); //mxd List selectedVisualSides = new List(); if(checkSelectedSidedefParts && !singleselection) { foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { BaseVisualGeometrySidedef sd = i as BaseVisualGeometrySidedef; if(!selectedVisualSides.Contains(sd)) selectedVisualSides.Add(sd); } } } SidedefAlignJob first = new SidedefAlignJob(); //mxd. scaleY switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0f); break; case VisualGeometryType.WALL_MIDDLE: case VisualGeometryType.WALL_MIDDLE_3D: first.scaleY = startControlSide.Fields.GetValue("scaley_mid", 1.0f); break; case VisualGeometryType.WALL_LOWER: first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0f); break; } // Determine the Y alignment float ystartalign = start.Sidedef.OffsetY; switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: ystartalign += GetTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0f), first.scaleY, false);//mxd break; case VisualGeometryType.WALL_MIDDLE: ystartalign += GetMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0f), first.scaleY, false);//mxd break; case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags ystartalign += startControlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - startControlSide.Sector.CeilHeight); ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0f); ystartalign += startControlSide.Fields.GetValue("offsety_mid", 0.0f); break; case VisualGeometryType.WALL_LOWER: ystartalign += GetBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0f), first.scaleY, false);//mxd break; } // Begin with first sidedef first.sidedef = start.Sidedef; first.offsetx = start.Sidedef.OffsetX; switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0f); break; case VisualGeometryType.WALL_MIDDLE: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f); break; case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f); first.offsetx += startControlSide.OffsetX; first.offsetx += startControlSide.Fields.GetValue("offsetx_mid", 0.0f); break; case VisualGeometryType.WALL_LOWER: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0f); break; } first.forward = true; first.controlSide = startControlSide; //mxd todo.Push(first); // Continue until nothing more to align while(todo.Count > 0) { Vertex v; float forwardoffset; float backwardoffset; float offsetscalex = 1.0f; // Get the align job to do SidedefAlignJob j = todo.Pop(); bool matchtop = (!j.sidedef.Marked && (j.sidedef.LongHighTexture == texture.LongName) && j.sidedef.HighRequired()); bool matchbottom = (!j.sidedef.Marked && (j.sidedef.LongLowTexture == texture.LongName) && j.sidedef.LowRequired()); bool matchmid = ((j.controlSide.LongMiddleTexture == texture.LongName) && (j.controlSide.MiddleRequired() || ((j.controlSide.MiddleTexture.Length > 0) && (j.controlSide.MiddleTexture != "-")))); //mxd //mxd. If there's a selection, check if matched part is actually selected if(checkSelectedSidedefParts && !singleselection) { if(matchtop) matchtop = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_UPPER); if(matchbottom) matchbottom = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_LOWER); if(matchmid) matchmid = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE) || sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D); } if(!matchbottom && !matchtop && !matchmid) continue; //mxd if(matchtop) offsetscalex = j.sidedef.Fields.GetValue("scalex_top", 1.0f); else if(matchbottom) offsetscalex = j.sidedef.Fields.GetValue("scalex_bottom", 1.0f); else if(matchmid) offsetscalex = j.controlSide.Fields.GetValue("scalex_mid", 1.0f); j.sidedef.Fields.BeforeFieldsChange(); j.controlSide.Fields.BeforeFieldsChange(); //mxd //mxd. Apply scaleY if(matchtop) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f); if(matchmid) UDMFTools.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f); if(matchbottom) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f); if(j.forward) { // Apply alignment if(alignx) { float offset = j.offsetx; offset -= j.sidedef.OffsetX; if(matchtop) j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width); if(matchbottom) j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width); if(matchmid) { if(j.sidedef.Index != j.controlSide.Index) { //mxd. if it's a part of 3d-floor offset -= j.controlSide.OffsetX; offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f); } j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width); } } if(aligny) { float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd offset -= j.sidedef.OffsetY; //mxd offset = (float)Math.Round(offset); //mxd if(matchtop) j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd if(matchbottom) j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd if(matchmid) { //mxd. Side is part of a 3D floor? if(j.sidedef.Index != j.controlSide.Index) { offset -= j.controlSide.OffsetY; offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f); j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height); } else { offset = GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true); //mxd. Clamp offset if this part is middle single or wrapped middle double if(j.sidedef.Other == null || j.sidedef.IsFlagSet("wrapmidtex") || j.sidedef.Line.IsFlagSet("wrapmidtex")) { offset %= texture.Height; } j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset);//mxd } } } forwardoffset = j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex); backwardoffset = j.offsetx; // Done this sidedef j.sidedef.Marked = true; j.controlSide.Marked = true; // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true); } else { // Apply alignment if(alignx) { float offset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex); offset -= j.sidedef.OffsetX; if(matchtop) j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width); if(matchbottom) j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width); if(matchmid) { if(j.sidedef.Index != j.controlSide.Index) { //mxd offset -= j.controlSide.OffsetX; offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f); } j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width); } } if(aligny) { float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd offset -= j.sidedef.OffsetY; //mxd offset = (float)Math.Round(offset); //mxd if(matchtop) j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd if(matchbottom) j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd if(matchmid) { //mxd. Side is part of a 3D floor? if(j.sidedef.Index != j.controlSide.Index) { offset -= j.controlSide.OffsetY; offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f); j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height); //mxd } else { j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd } } } forwardoffset = j.offsetx; backwardoffset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex); // Done this sidedef j.sidedef.Marked = true; j.controlSide.Marked = true; // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true); } } } // This adds the matching, unmarked sidedefs from a vertex for texture alignment private void AddSidedefsForAlignment(Stack stack, Vertex v, bool forward, float offsetx, float scaleY, long texturelongname, bool udmf) { foreach(Linedef ld in v.Linedefs) { Sidedef side1 = forward ? ld.Front : ld.Back; Sidedef side2 = forward ? ld.Back : ld.Front; if((ld.Start == v) && (side1 != null) && !side1.Marked) { List controlSides = getControlSides(side1, udmf);//mxd foreach(Sidedef s in controlSides) { if(Tools.SidedefTextureMatch(s, texturelongname)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.scaleY = scaleY; //mxd nj.sidedef = side1; nj.controlSide = s; //mxd stack.Push(nj); } } } else if((ld.End == v) && (side2 != null) && !side2.Marked) { List controlSides = getControlSides(side2, udmf);//mxd foreach(Sidedef s in controlSides) { if(Tools.SidedefTextureMatch(s, texturelongname)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.scaleY = scaleY; //mxd nj.sidedef = side2; nj.controlSide = s; //mxd stack.Push(nj); } } } } } //mxd private bool sidePartIsSelected(List selection, Sidedef side, VisualGeometryType geoType) { foreach(BaseVisualGeometrySidedef vs in selection) if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true; return false; } //mxd. This converts offsetY from/to "normalized" offset for given upper wall internal float GetTopOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) { if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null) return offset; //if we don't have UpperUnpegged flag, normalize offset float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY; if(fromNormalized) return (float)Math.Round(offset + surfaceHeight); return (float)Math.Round(offset - surfaceHeight); } //mxd. This converts offsetY from/to "normalized" offset for given middle wall internal float GetMiddleOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) { if(!side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Sector == null) return offset; //if we have LowerUnpegged flag, normalize offset float surfaceHeight = (side.Sector.CeilHeight - side.Sector.FloorHeight) * scaleY; if(fromNormalized) return (float)Math.Round(offset + surfaceHeight); return (float)Math.Round(offset - surfaceHeight); } //mxd. This converts offsetY from/to "normalized" offset for given lower wall internal float GetBottomOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) { if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Other == null || side.Other.Sector == null) return offset; //normalize offset float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.FloorHeight) * scaleY; if(fromNormalized) return (float)Math.Round(offset + surfaceHeight); return (float)Math.Round(offset - surfaceHeight); } //mxd private List getControlSides(Sidedef side, bool udmf) { if(side.Other == null) return new List() { side }; if(side.Other.Sector.Tag == 0) return new List() { side }; SectorData data = GetSectorData(side.Other.Sector); if(data.ExtraFloors.Count == 0) return new List() { side }; List sides = new List(); foreach(Effect3DFloor ef in data.ExtraFloors) sides.Add(ef.Linedef.Front); if(udmf) sides.Add(side); //UDMF map format else sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment return sides; } #endregion } }