#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 // 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 void deleteSelectedThings() { List objs = GetSelectedObjects(false, false, true, false); if(objs.Count == 0) return; General.Map.UndoRedo.ClearAllRedos(); string rest = objs.Count + " thing" + (objs.Count > 1 ? "s." : "."); //make undo General.Map.UndoRedo.CreateUndo("Delete " + rest); General.Interface.DisplayStatus(StatusType.Info, "Deleted " + rest); //clear selection ClearSelection(); PreActionNoChange(); foreach(IVisualEventReceiver i in objs) i.OnDelete(); //are they deleted from BlockMap automatically?.. // Update cache values General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); PostAction(); } //mxd private void deleteSelectedVertices() { if(!General.Map.UDMF) return; List objs = GetSelectedObjects(false, false, false, true); if(objs.Count == 0) return; General.Map.UndoRedo.ClearAllRedos(); string description = "Reset height of " + objs.Count + (objs.Count > 1 ? " vertices." : " vertex."); //make undo General.Map.UndoRedo.CreateUndo(description); General.Interface.DisplayStatus(StatusType.Info, description); //clear selection ClearSelection(); PreActionNoChange(); foreach(IVisualEventReceiver i in objs) { ((BaseVisualVertex)i).Vertex.Fields.BeforeFieldsChange(); i.OnDelete(); } 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 if (!gzdoomRenderingEffects) { if(sectordata != null && sectordata.Count > 0) { //rebuild sectors with effects foreach(KeyValuePair group in sectordata) group.Value.Reset(); } //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); 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 * 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) { if(i is BaseVisualGeometrySidedef) { if(!donesides.ContainsKey((i as BaseVisualGeometrySidedef).Sidedef)) { i.OnChangeTextureOffset(dx, dy, 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 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; } } } //ceilings... maxSelectedHeight = int.MinValue; 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; } } } //CHECK VALUES string alignFailDescription = string.Empty; if(floors.Count > 0 && targetFloorHeight == int.MaxValue) 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) { 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("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("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 DeleteSelectedObjects() { deleteSelectedThings(); deleteSelectedVertices(); } //mxd [BeginAction("copyselection", BaseAction = true)] public void CopySelection() { List objs = GetSelectedObjects(false, false, true, false); if (objs.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Nothing to copy, select some Things first!"); 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(); deleteSelectedThings(); } //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; } General.Map.UndoRedo.ClearAllRedos(); 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("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 internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks) { if(General.Map.UDMF) autoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks); 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). mxd. Don't seem to be used anywhere... 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) { // 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(!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[0] != '-')))); //mxd //mxd. If there's a selection, check if matched part is actually selected if(!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, false); if(matchmid) UDMFTools.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f, false); if(matchbottom) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f, false); 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 % (float)texture.Width); if(matchbottom) j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % (float)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 % (float)texture.Width); } } if(aligny) { float offset = ((float)(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 % (float)texture.Height); } else { j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height);//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 % (float)texture.Width); if(matchbottom) j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % (float)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 % (float)texture.Width); } } if(aligny) { float offset = ((float)(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 % (float)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 } }