#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.Generic; using System.Collections.ObjectModel; using System.Drawing; using System.Globalization; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal sealed class VisualCeiling : BaseVisualGeometrySector { #region ================== Constants #endregion #region ================== Variables public bool innerSide; //mxd #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs) { //mxd geometrytype = VisualGeometryType.CEILING; partname = "ceiling"; //mxd if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.CeilingTextures || General.Map.ViewMode == ViewMode.Normal)) { this.selected = true; mode.AddSelectedObject(this); } // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup(SectorLevel level, Effect3DFloor extrafloor) { return Setup(level, extrafloor, innerSide); } //mxd public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerSide) { Sector s = level.sector; Vector2D texscale; this.innerSide = innerSide; //mxd base.Setup(level, extrafloor); // Fetch ZDoom fields float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0f)); Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0f), s.Fields.GetValue("ypanningceiling", 0.0f)); Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0f), s.Fields.GetValue("yscaleceiling", 1.0f)); //Load ceiling texture if(s.LongCeilTexture != MapSet.EmptyLongName) { base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture); if(base.Texture == null || base.Texture is UnknownImage) { base.Texture = General.Map.Data.UnknownTexture3D; setuponloadedtexture = s.LongCeilTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = s.LongCeilTexture; } } else { // Use missing texture base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = 0; } // Determine texture scale if(base.Texture.IsImageLoaded) texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight); else texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f); //mxd. Sky is always bright int color; if(s.CeilTexture == General.Map.Config.SkyFlatName) { color = -1; // That's white. With alpha. Not very impressive, eh? fogfactor = 0; // No fog } else { color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt(); fogfactor = CalculateFogDensity(level.brightnessbelow); } // Make vertices ReadOnlyCollection triverts = base.Sector.Sector.Triangles.Vertices; WorldVertex[] verts = new WorldVertex[triverts.Count]; for(int i = 0; i < triverts.Count; i++) { // Color shading verts[i].c = color; //mxd // Vertex coordinates verts[i].x = triverts[i].x; verts[i].y = triverts[i].y; verts[i].z = level.plane.GetZ(triverts[i]); // Texture coordinates Vector2D pos = triverts[i]; pos = pos.GetRotated(rotate); pos.y = -pos.y; pos = (pos + offset) * scale * texscale; verts[i].u = pos.x; verts[i].v = pos.y; } // The sector triangulation created clockwise triangles that // are right up for the floor. For the ceiling we must flip // the triangles upside down. if(extrafloor == null || extrafloor.VavoomType || innerSide) SwapTriangleVertices(verts); // Determine render pass if(extrafloor != null) { if(extrafloor.Sloped3dFloor) //mxd this.RenderPass = RenderPass.Mask; else if(extrafloor.RenderAdditive) //mxd this.RenderPass = RenderPass.Additive; else if(level.alpha < 255) this.RenderPass = RenderPass.Alpha; else this.RenderPass = RenderPass.Mask; } else { this.RenderPass = RenderPass.Solid; } // Apply vertices base.SetVertices(verts); return (verts.Length > 0); } #endregion #region ================== Methods // Return texture coordinates protected override Point GetTextureOffset() { return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningceiling", 0.0f), Y = (int)Sector.Sector.Fields.GetValue("ypanningceiling", 0.0f) }; } // Move texture coordinates protected override void MoveTextureOffset(Point xy) { //mxd Sector s = GetControlSector(); s.Fields.BeforeFieldsChange(); float nx = (s.Fields.GetValue("xpanningceiling", 0.0f) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscaleceiling", 1.0f)); float ny = (s.Fields.GetValue("ypanningceiling", 0.0f) + xy.Y) % (Texture.ScaledHeight / s.Fields.GetValue("yscaleceiling", 1.0f)); s.Fields["xpanningceiling"] = new UniValue(UniversalType.Float, nx); s.Fields["ypanningceiling"] = new UniValue(UniversalType.Float, ny); s.UpdateNeeded = true; mode.SetActionResult("Changed ceiling texture offsets to " + nx + ", " + ny + "."); } //mxd. Texture scale change protected override void ChangeTextureScale(int incrementX, int incrementY) { Sector s = GetControlSector(); float scaleX = s.Fields.GetValue("xscaleceiling", 1.0f); float scaleY = s.Fields.GetValue("yscaleceiling", 1.0f); s.Fields.BeforeFieldsChange(); if(incrementX != 0) { float pix = (int)Math.Round(Texture.Width * scaleX) - incrementX; float newscaleX = (float)Math.Round(pix / Texture.Width, 3); scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX); UniFields.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0f); } if(incrementY != 0) { float pix = (int)Math.Round(Texture.Height * scaleY) - incrementY; float newscaleY = (float)Math.Round(pix / Texture.Height, 3); scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY); UniFields.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0f); } //update geometry OnTextureChanged(); s.UpdateNeeded = true; s.UpdateCache(); if(s.Index != Sector.Sector.Index) { Sector.Sector.UpdateNeeded = true; Sector.Sector.UpdateCache(); } mode.SetActionResult("Ceiling scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ")."); } //mxd public override void OnResetTextureOffset() { ClearFields(new[] { "xpanningceiling", "ypanningceiling" }, "Reset texture offsets", "Texture offsets reset."); } //mxd public override void OnResetLocalTextureOffset() { ClearFields(new[] { "xpanningceiling", "ypanningceiling", "xscaleceiling", "yscaleceiling", "rotationceiling", "lightceiling", "lightceilingabsolute" }, "Reset texture offsets, scale, rotation and brightness", "Texture offsets, scale, rotation and brightness reset."); } // Paste texture public override void OnPasteTexture() { if(BuilderPlug.Me.CopiedFlat != null) { mode.CreateUndo("Paste ceiling '" + BuilderPlug.Me.CopiedFlat + "'"); mode.SetActionResult("Pasted flat '" + BuilderPlug.Me.CopiedFlat + "' on ceiling."); //mxd. Glow effect may require SectorData and geometry update bool prevtextureglows = General.Map.Data.GlowingFlats.ContainsKey(Sector.Sector.LongCeilTexture); SetTexture(BuilderPlug.Me.CopiedFlat); //mxd. Glow effect may require SectorData and geometry update if(prevtextureglows && !General.Map.Data.GlowingFlats.ContainsKey(Sector.Sector.LongCeilTexture)) { SectorData sd = mode.GetSectorData(level.sector); sd.UpdateForced(); if(mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(false); } } //mxd. 3D floors may need updating... OnTextureChanged(); } } // Call to change the height public override void OnChangeTargetHeight(int amount) { // Only do this when not done yet in this call // Because we may be able to select the same 3D floor multiple times through multiple sectors SectorData sd = mode.GetSectorData(level.sector); if(!sd.CeilingChanged) { sd.CeilingChanged = true; base.OnChangeTargetHeight(amount); } } // This changes the height protected override void ChangeHeight(int amount) { mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex); level.sector.CeilHeight += amount; if(General.Map.UDMF) { //mxd. Modify vertex offsets? if(level.sector.Sidedefs.Count == 3) { ChangeVertexHeight(amount); } //mxd. Modify slope offset? if(level.sector.CeilSlope.GetLengthSq() > 0) { Vector3D center = new Vector3D(level.sector.BBox.X + level.sector.BBox.Width / 2, level.sector.BBox.Y + level.sector.BBox.Height / 2, level.sector.CeilHeight); Plane p = new Plane(center, level.sector.CeilSlope.GetAngleXY() - Angle2D.PIHALF, level.sector.CeilSlope.GetAngleZ(), false); level.sector.CeilSlopeOffset = p.Offset; } } mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + "."); } //mxd private void ChangeVertexHeight(int amount) { List verts = new List(3); //do this only if all 3 verts have offsets foreach(Sidedef side in level.sector.Sidedefs) { if(float.IsNaN(side.Line.Start.ZCeiling) || float.IsNaN(side.Line.End.ZCeiling)) return; if(!verts.Contains(side.Line.Start)) verts.Add(side.Line.Start); if(!verts.Contains(side.Line.End)) verts.Add(side.Line.End); } foreach(Vertex v in verts) mode.GetVisualVertex(v, false).OnChangeTargetHeight(amount); } //mxd. Sector brightness change public override void OnChangeTargetBrightness(bool up) { if(level != null && level.sector != Sector.Sector) { int index = -1; for(int i = 0; i < Sector.ExtraCeilings.Count; i++) { if(Sector.ExtraCeilings[i] == this) { index = i + 1; break; } } if(index > -1 && index < Sector.ExtraCeilings.Count) ((BaseVisualSector)mode.GetVisualSector(Sector.ExtraCeilings[index].level.sector)).Floor.OnChangeTargetBrightness(up); else base.OnChangeTargetBrightness(up); } else { //if a map is not in UDMF format, or this ceiling is part of 3D-floor... if(!General.Map.UDMF || (level != null && Sector.Sector != level.sector)) { base.OnChangeTargetBrightness(up); return; } int light = Sector.Sector.Fields.GetValue("lightceiling", 0); bool absolute = Sector.Sector.Fields.GetValue("lightceilingabsolute", false); int newLight; if(up) newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute); else newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute); if(newLight == light) return; //create undo mode.CreateUndo("Change ceiling brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex); Sector.Sector.Fields.BeforeFieldsChange(); //apply changes UniFields.SetInteger(Sector.Sector.Fields, "lightceiling", newLight, (absolute ? int.MinValue : 0)); mode.SetActionResult("Changed ceiling brightness to " + newLight + "."); Sector.Sector.UpdateNeeded = true; Sector.Sector.UpdateCache(); //rebuild sector Sector.UpdateSectorGeometry(false); } } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Check if our ray starts at the correct side of the plane if((innerSide && level.plane.Distance(from) < 0.0f) || (!innerSide && level.plane.Distance(from) > 0.0f)) //mxd //if(level.plane.Distance(from) > 0.0f) { // Calculate the intersection if(level.plane.GetIntersection(from, to, ref pickrayu)) { if(pickrayu > 0.0f) { pickintersect = from + (to - from) * pickrayu; // Intersection point within bbox? RectangleF bbox = Sector.Sector.BBox; return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) && (pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom)); } } } return false; } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { u_ray = pickrayu; // Check on which side of the nearest sidedef we are Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect); float side = sd.Line.SideOfLine(pickintersect); return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront)); } // Return texture name public override string GetTextureName() { return level.sector.CeilTexture; } // This changes the texture protected override void SetTexture(string texturename) { level.sector.SetCeilTexture(texturename); General.Map.Data.UpdateUsedTextures(); } //mxd public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { if(!withSameTexture && !withSameHeight) return; if(select && !selected) { selected = true; mode.AddSelectedObject(this); } else if(!select && selected) { selected = false; mode.RemoveSelectedObject(this); } List neighbours = new List(); bool regularorvavoom = extrafloor == null || (extrafloor != null && extrafloor.VavoomType); //collect neighbour sectors foreach(Sidedef side in Sector.Sector.Sidedefs) { if(side.Other != null && side.Other.Sector != Sector.Sector && !neighbours.Contains(side.Other.Sector)) { BaseVisualSector vs = mode.GetVisualSector(side.Other.Sector) as BaseVisualSector; if(vs == null) continue; bool add; // When current ceiling is part of a 3d floor, it looks like a floor, so we need to select adjacent floors if(level.sector != Sector.Sector && !regularorvavoom) { add = (withSameTexture && side.Other.Sector.FloorTexture == level.sector.CeilTexture); if(withSameHeight) { add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.FloorHeight == level.sector.CeilHeight; } if(add) { neighbours.Add(side.Other.Sector); //(de)select regular visual floor? if(select != vs.Floor.Selected) { vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight); } } } else // Regular ceiling or vavoom-type extra ceiling { // (De)select adjacent ceilings add = (withSameTexture && side.Other.Sector.CeilTexture == level.sector.CeilTexture); if(withSameHeight) { add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.CeilHeight == level.sector.CeilHeight; } if(add) { neighbours.Add(side.Other.Sector); //(de)select regular visual ceiling? if(select != vs.Ceiling.Selected) { vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight); } } } // (De)select adjacent extra ceilings foreach(VisualCeiling ec in vs.ExtraCeilings) { if(select == ec.Selected || ec.extrafloor.VavoomType != regularorvavoom) continue; add = (withSameTexture && level.sector.CeilTexture == ec.level.sector.CeilTexture); if(withSameHeight) { add = ((withSameTexture && add) || !withSameTexture) && level.sector.CeilHeight == ec.level.sector.CeilHeight; } if(add) { ec.SelectNeighbours(select, withSameTexture, withSameHeight); } } // (De)select adjacent extra floors foreach(VisualFloor ef in vs.ExtraFloors) { if(select == ef.Selected || ef.ExtraFloor.VavoomType == regularorvavoom) continue; add = (withSameTexture && level.sector.CeilTexture == ef.Level.sector.FloorTexture); if(withSameHeight) { add = ((withSameTexture && add) || !withSameTexture) && level.sector.CeilHeight == ef.Level.sector.FloorHeight; } if(add) { ef.SelectNeighbours(select, withSameTexture, withSameHeight); } } } } } //mxd public void AlignTexture(bool alignx, bool aligny) { if(!General.Map.UDMF) return; //is is a surface with line slope? float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF; if(slopeAngle == 0) //it's a horizontal plane { AlignTextureToClosestLine(alignx, aligny); } else //it can be a surface with line slope { Linedef slopeSource = null; bool isFront = false; foreach(Sidedef side in Sector.Sector.Sidedefs) { if(side.Line.Action == 181) { if(side.Line.Args[1] == 1 && side.Line.Front != null && side.Line.Front == side) { slopeSource = side.Line; isFront = true; break; } if(side.Line.Args[1] == 2 && side.Line.Back != null && side.Line.Back == side) { slopeSource = side.Line; break; } } } if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null) AlignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny); else AlignTextureToClosestLine(alignx, aligny); } } #endregion } }