#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 CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class BaseVisualSector : VisualSector { #region ================== Constants #endregion #region ================== Variables protected BaseVisualMode mode; protected VisualFloor floor; protected VisualCeiling ceiling; protected List extrafloors; protected List extraceilings; protected List extrabackfloors; //mxd protected List extrabackceilings; //mxd protected Dictionary sides; // If this is set to true, the sector will be rebuilt after the action is performed. protected bool changed; // Prevent recursion protected bool isupdating; #endregion #region ================== Properties public VisualFloor Floor { get { return floor; } } public VisualCeiling Ceiling { get { return ceiling; } } public List ExtraFloors { get { return extrafloors; } } public List ExtraCeilings { get { return extraceilings; } } public List ExtraBackFloors { get { return extrabackfloors; } } //mxd public List ExtraBackCeilings { get { return extrabackceilings; } } //mxd public Dictionary Sides { get { return sides; } } //mxd public bool Changed { get { return changed; } set { changed |= value; } } #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s) { this.mode = mode; this.extrafloors = new List(2); this.extraceilings = new List(2); //mxd this.extrabackfloors = new List(2); this.extrabackceilings = new List(2); // Initialize Rebuild(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!IsDisposed) { // Clean up sides = null; floor = null; ceiling = null; extrafloors = null; extraceilings = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This retreives the sector data for this sector public SectorData GetSectorData() { return mode.GetSectorData(this.Sector); } // This updates this virtual the sector and neightbours if needed override public void UpdateSectorGeometry(bool includeneighbours) { if(isupdating) return; isupdating = true; changed = true; // Not sure what from this part we need, so commented out for now SectorData data = GetSectorData(); data.Reset(); // Update sectors that rely on this sector foreach(KeyValuePair s in data.UpdateAlso) { if(mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } // Go for all things in this sector foreach(Thing t in General.Map.Map.Things) { if(t.Sector == this.Sector) { if(mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Changed = true; } } } if(includeneighbours) { // Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted foreach(Sidedef sd in this.Sector.Sidedefs) { if(sd.Other != null) { if(mode.VisualSectorExists(sd.Other.Sector)) { BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector); bvs.Changed = true; } } } } Sector.UpdateFogColor(); //mxd isupdating = false; } //mxd. call this to update sector and things in it when Sector.Fields are changed override public void UpdateSectorData() { //update sector data SectorData data = GetSectorData(); data.UpdateForced(); //update sector Rebuild(); //update things in this sector foreach (Thing t in General.Map.Map.Things) { if (t.Sector == this.Sector) { if (mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Rebuild(); } } } } // This (re)builds the visual sector, calculating all geometry from scratch public void Rebuild() { // Forget old geometry base.ClearGeometry(); // Get sector data SectorData data = GetSectorData(); if(!data.Updated) data.Update(); // Create floor floor = floor ?? new VisualFloor(mode, this); if(floor.Setup(data.Floor, null)) base.AddGeometry(floor); // Create ceiling ceiling = ceiling ?? new VisualCeiling(mode, this); if(ceiling.Setup(data.Ceiling, null)) base.AddGeometry(ceiling); //mxd. Calculate fogdistance float brightness = Math.Max(30, Sector.Brightness); if(Sector.HasFogColor) { if(Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0) fogdistance = General.Map.Data.MapInfo.OutsideFogDensity; else if(!Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0) fogdistance = General.Map.Data.MapInfo.FogDensity; else fogdistance = brightness * 11.0f; } else { fogdistance = MAXIMUM_FOG_DISTANCE; } // Create 3D floors for(int i = 0; i < data.ExtraFloors.Count; i++) { Effect3DFloor ef = data.ExtraFloors[i]; bool floorRequired = ef.VavoomType; //mxd bool ceilingRequired = ef.VavoomType; //mxd if(ef.VavoomType || !ef.IgnoreBottomHeight) { //mxd. check if 3d floor is between real floor and ceiling if(!ef.VavoomType) { if (ef.Ceiling.plane.GetInverted().Normal != floor.Level.plane.Normal || ef.Ceiling.plane.Normal != ceiling.Level.plane.Normal) { //mxd. check if at least one vertex of 3d floor is between floor and ceiling floorRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Ceiling.plane); } //if floor, ceiling and 3d floor are not sloped, compare offsets else if(-floor.Level.plane.Offset < ef.Ceiling.plane.Offset && ceiling.Level.plane.Offset > ef.Ceiling.plane.Offset) { floorRequired = true; } } //mxd. Create a floor if(floorRequired) { VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this); if(vf.Setup(ef.Ceiling, ef)) { base.AddGeometry(vf); //mxd. add backside as well if(!ef.VavoomType && ef.RenderInside) { VisualFloor vfb = (i < extrabackfloors.Count) ? extrabackfloors[i] : new VisualFloor(mode, this); if(vfb.Setup(ef.Ceiling, ef, true)) base.AddGeometry(vfb); if(i >= extrabackfloors.Count) extrabackfloors.Add(vfb); } } if(i >= extrafloors.Count) extrafloors.Add(vf); } } //mxd. check if 3d ceiling is between real floor and ceiling if(!ef.VavoomType) { if (ef.Floor.plane.GetInverted().Normal != ceiling.Level.plane.Normal || ef.Floor.plane.Normal != floor.Level.plane.Normal) { //mxd. check if at least one vertex of 3d ceiling is between floor and ceiling ceilingRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Floor.plane); } //if floor, ceiling and 3d ceiling are not sloped, compare offsets else if(ceiling.Level.plane.Offset > -ef.Floor.plane.Offset && floor.Level.plane.Offset > ef.Floor.plane.Offset) { ceilingRequired = true; } } //mxd. Create a ceiling if(ceilingRequired) { VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this); if(vc.Setup(ef.Floor, ef)) { base.AddGeometry(vc); //mxd. add backside as well if(!ef.VavoomType && (ef.RenderInside || ef.IgnoreBottomHeight)) { VisualCeiling vcb = (i < extrabackceilings.Count) ? extrabackceilings[i] : new VisualCeiling(mode, this); if(vcb.Setup(ef.Floor, ef, true)) base.AddGeometry(vcb); if(i >= extrabackceilings.Count) extrabackceilings.Add(vcb); } } if(i >= extraceilings.Count) extraceilings.Add(vc); } } // Go for all sidedefs Dictionary oldsides = sides ?? new Dictionary(1); sides = new Dictionary(base.Sector.Sidedefs.Count); foreach(Sidedef sd in base.Sector.Sidedefs) { // VisualSidedef already exists? VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts(); // Doublesided or singlesided? if(sd.Other != null && sd.Line.IsFlagSet(General.Map.Config.DoubleSidedFlag)) { // Create upper part VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd); if(vu.Setup()) base.AddGeometry(vu); // Create lower part VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd); if(vl.Setup()) base.AddGeometry(vl); // Create middle part VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Create 3D wall parts SectorData osd = mode.GetSectorData(sd.Other.Sector); if(!osd.Updated) osd.Update(); List middles = parts.middle3d ?? new List(osd.ExtraFloors.Count); for(int i = 0; i < osd.ExtraFloors.Count; i++) { Effect3DFloor ef = osd.ExtraFloors[i]; if(!ef.VavoomType && ef.IgnoreBottomHeight) continue; //mxd VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd); if(vm3.Setup(ef)) base.AddGeometry(vm3); if(i >= middles.Count) middles.Add(vm3); } //mxd. Create backsides List middlebacks = new List(); for (int i = 0; i < data.ExtraFloors.Count; i++) { Effect3DFloor ef = data.ExtraFloors[i]; if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight) { VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd); if (vms.Setup(ef)) base.AddGeometry(vms); middlebacks.Add(vms); } } // Store sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles, middlebacks)); } else { // Create middle part VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Store sides.Add(sd, new VisualSidedefParts(vm)); } } // Done changed = false; } // This returns the visual sidedef parts for a given sidedef public VisualSidedefParts GetSidedefParts(Sidedef sd) { if(sides.ContainsKey(sd)) return sides[sd]; return new VisualSidedefParts(); } //mxd. Checks if given plane is between given floor and ceiling vertices private static bool Check3dFloorPlane(WorldVertex[] floorverts, WorldVertex[] ceilingverts, Plane plane) { bool show = false; //check floor for(int c = 0; c < floorverts.Length; c++) { if (plane.GetZ(new Vector2D(floorverts[c].x, floorverts[c].y)) > Math.Round(floorverts[c].z, 3)) { show = true; break; } } if (!show) return false; //check ceiling for(int c = 0; c < ceilingverts.Length; c++) { if(plane.GetZ(new Vector2D(ceilingverts[c].x, ceilingverts[c].y)) < Math.Round(ceilingverts[c].z, 3)) return true; } return false; } #endregion } }