mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
c95c26bbbc
Internal: UDMF sector slopes and offsets are no longer stored in sector.Fields. Use sector.FloorSlope, sector.FloorSlopeOffset, sector.CeilingSlope and sector.CeilingSlopeOffset.
1128 lines
34 KiB
C#
1128 lines
34 KiB
C#
|
|
#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.Windows.Forms;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Actions;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.VisualModes
|
|
{
|
|
/// <summary>
|
|
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
|
|
/// </summary>
|
|
public abstract class VisualMode : EditMode
|
|
{
|
|
#region ================== Constants
|
|
|
|
private const float MOVE_SPEED_MULTIPLIER = 0.001f;
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Graphics
|
|
protected IRenderer3D renderer;
|
|
|
|
// Options
|
|
private bool processgeometry;
|
|
private bool processthings;
|
|
|
|
// Input
|
|
private bool keyforward;
|
|
private bool keybackward;
|
|
private bool keyleft;
|
|
private bool keyright;
|
|
private bool keyup;
|
|
private bool keydown;
|
|
|
|
//mxd
|
|
private List<VisualThing> selectedVisualThings;
|
|
private List<VisualSector> selectedVisualSectors;
|
|
protected Dictionary<Vertex, VisualVertexPair> vertices;
|
|
private static Vector2D initialcameraposition;
|
|
//used in "Play From Here" Action
|
|
private Thing playerStart;
|
|
private Vector3D playerStartPosition;
|
|
private float playerStartAngle;
|
|
|
|
// Map
|
|
protected VisualBlockMap blockmap;
|
|
protected Dictionary<Thing, VisualThing> allthings;
|
|
protected Dictionary<Sector, VisualSector> allsectors;
|
|
protected List<VisualBlockEntry> visibleblocks;
|
|
protected List<VisualThing> visiblethings;
|
|
protected Dictionary<Sector, VisualSector> visiblesectors;
|
|
protected List<VisualGeometry> visiblegeometry;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public bool ProcessGeometry { get { return processgeometry; } set { processgeometry = value; } }
|
|
public bool ProcessThings { get { return processthings; } set { processthings = value; } }
|
|
public VisualBlockMap BlockMap { get { return blockmap; } }
|
|
|
|
// Rendering
|
|
public IRenderer3D Renderer { get { return renderer; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
/// <summary>
|
|
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
|
|
/// </summary>
|
|
public VisualMode()
|
|
{
|
|
// Initialize
|
|
this.renderer = General.Map.Renderer3D;
|
|
this.blockmap = new VisualBlockMap();
|
|
this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
|
|
this.allthings = new Dictionary<Thing,VisualThing>(General.Map.Map.Things.Count);
|
|
this.visibleblocks = new List<VisualBlockEntry>();
|
|
this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
|
|
this.visiblegeometry = new List<VisualGeometry>(200);
|
|
this.visiblethings = new List<VisualThing>(100);
|
|
this.processgeometry = true;
|
|
this.processthings = true;
|
|
|
|
//mxd
|
|
if(General.Map.UDMF) this.vertices = new Dictionary<Vertex,VisualVertexPair>();
|
|
|
|
//mxd. Synch camera position to cursor position or center of the screen in 2d-mode
|
|
if (General.Settings.GZSynchCameras && General.Editing.Mode is ClassicMode) {
|
|
ClassicMode oldmode = General.Editing.Mode as ClassicMode;
|
|
|
|
if(oldmode.IsMouseInside)
|
|
initialcameraposition = new Vector2D(oldmode.MouseMapPos.x, oldmode.MouseMapPos.y);
|
|
else
|
|
initialcameraposition = new Vector2D(General.Map.CRenderer2D.Viewport.Left + General.Map.CRenderer2D.Viewport.Width / 2.0f, General.Map.CRenderer2D.Viewport.Top + General.Map.CRenderer2D.Viewport.Height / 2.0f);
|
|
}
|
|
}
|
|
|
|
// Disposer
|
|
public override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
|
|
blockmap.Dispose();
|
|
visiblesectors = null;
|
|
visiblegeometry = null;
|
|
visibleblocks = null;
|
|
visiblethings = null;
|
|
allsectors = null;
|
|
allthings = null;
|
|
blockmap = null;
|
|
|
|
//mxd
|
|
selectedVisualSectors = null;
|
|
selectedVisualThings = null;
|
|
|
|
// Done
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Start / Stop
|
|
|
|
// Mode is engaged
|
|
public override void OnEngage()
|
|
{
|
|
base.OnEngage();
|
|
|
|
// Update the used textures
|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
// Fill the blockmap
|
|
FillBlockMap();
|
|
|
|
//mxd. Synch camera position to cursor position or center of the screen in 2d-mode
|
|
if(General.Settings.GZSynchCameras)
|
|
{
|
|
//if position is inside sector - adjust camera.z accordingly
|
|
Sector sector = General.Map.Map.GetSectorByCoordinates(initialcameraposition, blockmap);
|
|
|
|
float posz = General.Map.VisualCamera.Position.z;
|
|
if(sector != null)
|
|
{
|
|
int sectorHeight = sector.CeilHeight - sector.FloorHeight;
|
|
if(General.Map.VisualCamera.Position.z < sector.FloorHeight + 41)
|
|
{
|
|
if(sectorHeight < 41)
|
|
posz = sector.FloorHeight + sectorHeight / 2;
|
|
else
|
|
posz = sector.FloorHeight + 41; // same as in doom
|
|
}
|
|
else if(General.Map.VisualCamera.Position.z > sector.CeilHeight)
|
|
{
|
|
if(sectorHeight < 41)
|
|
posz = sector.FloorHeight + sectorHeight / 2;
|
|
else
|
|
posz = sector.CeilHeight - 4;
|
|
}
|
|
}
|
|
General.Map.VisualCamera.Position = new Vector3D(initialcameraposition.x, initialcameraposition.y, posz);
|
|
}
|
|
else
|
|
{
|
|
General.Map.VisualCamera.PositionAtThing();
|
|
}
|
|
|
|
// Start special input mode
|
|
General.Interface.EnableProcessing();
|
|
General.Interface.StartExclusiveMouseInput();
|
|
}
|
|
|
|
// Mode is disengaged
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
|
|
// Dispose
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
if(vs.Value != null) vs.Value.Dispose();
|
|
|
|
// Dispose
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
if(vt.Value != null) vt.Value.Dispose();
|
|
|
|
// Apply camera position to thing
|
|
General.Map.VisualCamera.ApplyToThing();
|
|
|
|
// Do not leave the sector on the camera
|
|
General.Map.VisualCamera.Sector = null;
|
|
|
|
//mxd
|
|
selectedVisualSectors = null;
|
|
selectedVisualThings = null;
|
|
|
|
// Stop special input mode
|
|
General.Interface.DisableProcessing();
|
|
General.Interface.StopExclusiveMouseInput();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override bool OnUndoBegin()
|
|
{
|
|
renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
return base.OnUndoBegin();
|
|
}
|
|
|
|
public override void OnUndoEnd()
|
|
{
|
|
base.OnUndoEnd();
|
|
ResourcesReloadedPartial();
|
|
renderer.SetCrosshairBusy(false);
|
|
}
|
|
|
|
public override bool OnRedoBegin()
|
|
{
|
|
renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
return base.OnRedoBegin();
|
|
}
|
|
|
|
public override void OnRedoEnd()
|
|
{
|
|
base.OnRedoEnd();
|
|
ResourcesReloadedPartial();
|
|
renderer.SetCrosshairBusy(false);
|
|
}
|
|
|
|
public override void OnReloadResources()
|
|
{
|
|
base.OnReloadResources();
|
|
ResourcesReloaded();
|
|
}
|
|
|
|
//mxd
|
|
public override bool OnMapTestBegin(bool testFromCurrentPosition) {
|
|
if (testFromCurrentPosition) {
|
|
//find Single Player Start. Should have Type 1 in all games
|
|
Thing start = null;
|
|
|
|
foreach (Thing t in General.Map.Map.Things) {
|
|
if (t.Type == 1) {
|
|
//store thing and position
|
|
start = t;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (start == null) {
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: no Player 1 start found!");
|
|
return false;
|
|
}
|
|
|
|
//now check if camera is located inside a sector
|
|
Vector3D camPos = General.Map.VisualCamera.Position;
|
|
Sector s = General.Map.Map.GetSectorByCoordinates(new Vector2D(camPos.x, camPos.y), blockmap);
|
|
|
|
if (s == null) {
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: cursor is not inside sector!");
|
|
return false;
|
|
}
|
|
|
|
//41 = player's height in Doom. Is that so in all other games as well?
|
|
if (s.CeilHeight - s.FloorHeight < 41) {
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
|
|
return false;
|
|
}
|
|
|
|
//check camera Z
|
|
float pz = camPos.z - s.FloorHeight;
|
|
int ceilRel = s.CeilHeight - s.FloorHeight - 41; //relative ceiling height
|
|
if(pz > ceilRel) pz = ceilRel; //above ceiling?
|
|
else if(pz < 0) pz = 0; //below floor?
|
|
|
|
//store initial position
|
|
playerStart = start;
|
|
playerStartPosition = start.Position;
|
|
playerStartAngle = start.Angle;
|
|
|
|
//everything should be valid, let's move player start here
|
|
start.Move(new Vector3D(camPos.x, camPos.y, pz));
|
|
start.Rotate(General.Map.VisualCamera.AngleXY - Angle2D.PI);// (float)Math.PI);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
public override void OnMapTestEnd(bool testFromCurrentPosition) {
|
|
if (testFromCurrentPosition) {
|
|
//restore position
|
|
playerStart.Move(playerStartPosition);
|
|
playerStart.Rotate(playerStartAngle);
|
|
playerStart = null;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Input
|
|
|
|
// Mouse input
|
|
public override void OnMouseInput(Vector2D delta)
|
|
{
|
|
base.OnMouseInput(delta);
|
|
General.Map.VisualCamera.ProcessMouseInput(delta);
|
|
}
|
|
|
|
[BeginAction("moveforward", BaseAction = true)]
|
|
public virtual void BeginMoveForward()
|
|
{
|
|
keyforward = true;
|
|
}
|
|
|
|
[EndAction("moveforward", BaseAction = true)]
|
|
public virtual void EndMoveForward()
|
|
{
|
|
keyforward = false;
|
|
}
|
|
|
|
[BeginAction("movebackward", BaseAction = true)]
|
|
public virtual void BeginMoveBackward()
|
|
{
|
|
keybackward = true;
|
|
}
|
|
|
|
[EndAction("movebackward", BaseAction = true)]
|
|
public virtual void EndMoveBackward()
|
|
{
|
|
keybackward = false;
|
|
}
|
|
|
|
[BeginAction("moveleft", BaseAction = true)]
|
|
public virtual void BeginMoveLeft()
|
|
{
|
|
keyleft = true;
|
|
}
|
|
|
|
[EndAction("moveleft", BaseAction = true)]
|
|
public virtual void EndMoveLeft()
|
|
{
|
|
keyleft = false;
|
|
}
|
|
|
|
[BeginAction("moveright", BaseAction = true)]
|
|
public virtual void BeginMoveRight()
|
|
{
|
|
keyright = true;
|
|
}
|
|
|
|
[EndAction("moveright", BaseAction = true)]
|
|
public virtual void EndMoveRight()
|
|
{
|
|
keyright = false;
|
|
}
|
|
|
|
[BeginAction("moveup", BaseAction = true)]
|
|
public virtual void BeginMoveUp()
|
|
{
|
|
keyup = true;
|
|
}
|
|
|
|
[EndAction("moveup", BaseAction = true)]
|
|
public virtual void EndMoveUp()
|
|
{
|
|
keyup = false;
|
|
}
|
|
|
|
[BeginAction("movedown", BaseAction = true)]
|
|
public virtual void BeginMoveDown()
|
|
{
|
|
keydown = true;
|
|
}
|
|
|
|
[EndAction("movedown", BaseAction = true)]
|
|
public virtual void EndMoveDown()
|
|
{
|
|
keydown = false;
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("movethingleft", BaseAction = true)]
|
|
protected void moveSelectedThingsLeft() {
|
|
moveSelectedThings(new Vector2D(0f, -General.Map.Grid.GridSize), false);
|
|
}
|
|
//mxd
|
|
[BeginAction("movethingright", BaseAction = true)]
|
|
protected void moveSelectedThingsRight() {
|
|
moveSelectedThings(new Vector2D(0f, General.Map.Grid.GridSize), false);
|
|
}
|
|
//mxd
|
|
[BeginAction("movethingfwd", BaseAction = true)]
|
|
protected void moveSelectedThingsForward() {
|
|
moveSelectedThings(new Vector2D(-General.Map.Grid.GridSize, 0f), false);
|
|
}
|
|
//mxd
|
|
[BeginAction("movethingback", BaseAction = true)]
|
|
protected void moveSelectedThingsBackward() {
|
|
moveSelectedThings(new Vector2D(General.Map.Grid.GridSize, 0f), false);
|
|
}
|
|
//mxd
|
|
[BeginAction("placethingatcursor", BaseAction = true)]
|
|
protected void placeThingAtCursor() {
|
|
Vector2D hitpos = GetHitPosition();
|
|
if (!hitpos.IsFinite()) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Cannot place Thing here");
|
|
return;
|
|
}
|
|
|
|
moveSelectedThings(new Vector2D((float)Math.Round(hitpos.x), (float)Math.Round(hitpos.y)), true);
|
|
}
|
|
|
|
//mxd.
|
|
public Vector2D GetHitPosition() {
|
|
Vector3D start = General.Map.VisualCamera.Position;
|
|
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
|
|
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
|
|
VisualPickResult target = PickObject(start, start + delta);
|
|
|
|
if (target.picked == null) return new Vector2D(float.NaN, float.NaN);
|
|
|
|
//now find where exactly did we hit
|
|
if (target.picked is VisualGeometry) {
|
|
VisualGeometry vg = target.picked as VisualGeometry;
|
|
return getIntersection(start, start + delta, new Vector3D(vg.BoundingBox[0].X, vg.BoundingBox[0].Y, vg.BoundingBox[0].Z), new Vector3D(vg.Vertices[0].nx, vg.Vertices[0].ny, vg.Vertices[0].nz));
|
|
}
|
|
|
|
if (target.picked is VisualThing) {
|
|
VisualThing vt = target.picked as VisualThing;
|
|
return getIntersection(start, start + delta, new Vector3D(vt.BoundingBox[0].X, vt.BoundingBox[0].Y, vt.BoundingBox[0].Z), D3DDevice.V3D(vt.Center - vt.PositionV3));
|
|
}
|
|
|
|
return new Vector2D(float.NaN, float.NaN);
|
|
}
|
|
|
|
//mxd. This checks intersection between line and plane
|
|
protected Vector2D getIntersection(Vector3D start, Vector3D end, Vector3D planeCenter, Vector3D planeNormal)
|
|
{
|
|
Vector3D delta = new Vector3D(planeCenter.x - start.x, planeCenter.y - start.y, planeCenter.z - start.z);
|
|
return start + Vector3D.DotProduct(planeNormal, delta) / Vector3D.DotProduct(planeNormal, end - start) * (end - start);
|
|
}
|
|
|
|
//mxd. Should move selected things in specified direction
|
|
protected abstract void moveSelectedThings(Vector2D direction, bool absolutePosition);
|
|
|
|
#endregion
|
|
|
|
#region ================== Visibility Culling
|
|
|
|
// This preforms visibility culling
|
|
protected void DoCulling()
|
|
{
|
|
Dictionary<Linedef, Linedef> visiblelines = new Dictionary<Linedef, Linedef>(200);
|
|
Vector2D campos2d = General.Map.VisualCamera.Position;
|
|
|
|
// Make collections
|
|
visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
|
|
visiblegeometry = new List<VisualGeometry>(visiblegeometry.Capacity);
|
|
visiblethings = new List<VisualThing>(visiblethings.Capacity);
|
|
|
|
// Get the blocks within view range
|
|
visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D);
|
|
|
|
// Fill collections with geometry and things
|
|
foreach(VisualBlockEntry block in visibleblocks)
|
|
{
|
|
if(processgeometry)
|
|
{
|
|
// Lines
|
|
foreach(Linedef ld in block.Lines)
|
|
{
|
|
// Line not already processed?
|
|
if(!visiblelines.ContainsKey(ld))
|
|
{
|
|
// Add line if not added yet
|
|
visiblelines.Add(ld, ld);
|
|
|
|
// Which side of the line is the camera on?
|
|
if(ld.SideOfLine(campos2d) < 0)
|
|
{
|
|
// Do front of line
|
|
if(ld.Front != null) ProcessSidedefCulling(ld.Front);
|
|
}
|
|
else
|
|
{
|
|
// Do back of line
|
|
if(ld.Back != null) ProcessSidedefCulling(ld.Back);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(processthings)
|
|
{
|
|
// Things
|
|
foreach(Thing t in block.Things)
|
|
{
|
|
VisualThing vt;
|
|
|
|
// Not filtered out?
|
|
if(General.Map.ThingsFilter.IsThingVisible(t))
|
|
{
|
|
if(allthings.ContainsKey(t))
|
|
{
|
|
vt = allthings[t];
|
|
}
|
|
else
|
|
{
|
|
// Create new visual thing
|
|
vt = CreateVisualThing(t);
|
|
allthings.Add(t, vt);
|
|
}
|
|
|
|
if(vt != null)
|
|
{
|
|
visiblethings.Add(vt);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(processgeometry)
|
|
{
|
|
// Find camera sector
|
|
Linedef nld = MapSet.NearestLinedef(visiblelines.Values, campos2d);
|
|
if(nld != null)
|
|
{
|
|
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
|
|
}
|
|
else
|
|
{
|
|
// Exceptional case: no lines found in any nearby blocks!
|
|
// This could happen in the middle of an extremely large sector and in this case
|
|
// the above code will not have found any sectors/sidedefs for rendering.
|
|
// Here we handle this special case with brute-force. Let's find the sector
|
|
// the camera is in by searching the entire map and render that sector only.
|
|
nld = General.Map.Map.NearestLinedef(campos2d);
|
|
if(nld != null)
|
|
{
|
|
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
|
|
if(General.Map.VisualCamera.Sector != null)
|
|
{
|
|
foreach(Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs)
|
|
{
|
|
float side = sd.Line.SideOfLine(campos2d);
|
|
if(((side < 0) && sd.IsFront) ||
|
|
((side > 0) && !sd.IsFront))
|
|
ProcessSidedefCulling(sd);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Too far away from the map to see anything
|
|
General.Map.VisualCamera.Sector = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Map is empty
|
|
General.Map.VisualCamera.Sector = null;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This finds and adds visible sectors
|
|
private void ProcessSidedefCulling(Sidedef sd)
|
|
{
|
|
VisualSector vs;
|
|
|
|
// Find the visualsector and make it if needed
|
|
if(allsectors.ContainsKey(sd.Sector))
|
|
{
|
|
// Take existing visualsector
|
|
vs = allsectors[sd.Sector];
|
|
}
|
|
else
|
|
{
|
|
// Make new visualsector
|
|
vs = CreateVisualSector(sd.Sector);
|
|
//if(vs != null) allsectors.Add(sd.Sector, vs); //mxd
|
|
}
|
|
|
|
if(vs != null)
|
|
{
|
|
// Add to visible sectors if not added yet
|
|
if(!visiblesectors.ContainsKey(sd.Sector))
|
|
{
|
|
visiblesectors.Add(sd.Sector, vs);
|
|
visiblegeometry.AddRange(vs.FixedGeometry);
|
|
}
|
|
|
|
// Add sidedef geometry
|
|
visiblegeometry.AddRange(vs.GetSidedefGeometry(sd));
|
|
}
|
|
}
|
|
|
|
// This returns the camera sector from linedef
|
|
private static Sector GetCameraSectorFromLinedef(Linedef ld)
|
|
{
|
|
if(ld.SideOfLine(General.Map.VisualCamera.Position) < 0)
|
|
{
|
|
return (ld.Front != null ? ld.Front.Sector : null);
|
|
}
|
|
|
|
return (ld.Back != null ? ld.Back.Sector : null);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Object Picking
|
|
|
|
// This picks an object from the scene
|
|
public VisualPickResult PickObject(Vector3D from, Vector3D to)
|
|
{
|
|
VisualPickResult result = new VisualPickResult();
|
|
Line2D ray2d = new Line2D(from, to);
|
|
Vector3D delta = to - from;
|
|
|
|
// Setup no result
|
|
result.picked = null;
|
|
result.hitpos = new Vector3D();
|
|
result.u_ray = 1.0f;
|
|
|
|
// Find all blocks we are intersecting
|
|
List<VisualBlockEntry> blocks = blockmap.GetLineBlocks(from, to);
|
|
|
|
// Make collections
|
|
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>(blocks.Count * 10);
|
|
Dictionary<Sector, VisualSector> sectors = new Dictionary<Sector, VisualSector>(blocks.Count * 10);
|
|
List<IVisualPickable> pickables = new List<IVisualPickable>(blocks.Count * 10);
|
|
|
|
// Add geometry from the camera sector
|
|
if((General.Map.VisualCamera.Sector != null) && allsectors.ContainsKey(General.Map.VisualCamera.Sector))
|
|
{
|
|
VisualSector vs = allsectors[General.Map.VisualCamera.Sector];
|
|
sectors.Add(General.Map.VisualCamera.Sector, vs);
|
|
foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
|
|
}
|
|
|
|
// Go for all lines to see which ones we intersect
|
|
// We will collect geometry from the sectors and sidedefs
|
|
foreach(VisualBlockEntry b in blocks)
|
|
{
|
|
foreach(Linedef ld in b.Lines)
|
|
{
|
|
// Make sure we don't test a line twice
|
|
if(!lines.ContainsKey(ld))
|
|
{
|
|
lines.Add(ld, ld);
|
|
|
|
// Intersecting?
|
|
float u;
|
|
if(ld.Line.GetIntersection(ray2d, out u))
|
|
{
|
|
// Check on which side we are
|
|
float side = ld.SideOfLine(ray2d.v1);
|
|
|
|
// Calculate intersection point
|
|
Vector3D intersect = from + delta * u;
|
|
|
|
// We must add the sectors of both sides of the line
|
|
// If we wouldn't, then aiming at a sector that is just within range
|
|
// could result in an incorrect hit (because the far line of the
|
|
// sector may not be included in this loop)
|
|
if(ld.Front != null)
|
|
{
|
|
// Find the visualsector
|
|
if(allsectors.ContainsKey(ld.Front.Sector))
|
|
{
|
|
VisualSector vs = allsectors[ld.Front.Sector];
|
|
|
|
// Add sector if not already added
|
|
if(!sectors.ContainsKey(ld.Front.Sector))
|
|
{
|
|
sectors.Add(ld.Front.Sector, vs);
|
|
foreach(VisualGeometry g in vs.FixedGeometry)
|
|
{
|
|
// Must have content
|
|
if(g.Triangles > 0)
|
|
pickables.Add(g);
|
|
}
|
|
}
|
|
|
|
// Add sidedef if on the front side
|
|
if(side < 0.0f)
|
|
{
|
|
List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Front);
|
|
foreach(VisualGeometry g in sidedefgeo)
|
|
{
|
|
// Must have content
|
|
if(g.Triangles > 0)
|
|
{
|
|
g.SetPickResults(intersect, u);
|
|
pickables.Add(g);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add back side also
|
|
if(ld.Back != null)
|
|
{
|
|
// Find the visualsector
|
|
if(allsectors.ContainsKey(ld.Back.Sector))
|
|
{
|
|
VisualSector vs = allsectors[ld.Back.Sector];
|
|
|
|
// Add sector if not already added
|
|
if(!sectors.ContainsKey(ld.Back.Sector))
|
|
{
|
|
sectors.Add(ld.Back.Sector, vs);
|
|
foreach(VisualGeometry g in vs.FixedGeometry)
|
|
{
|
|
// Must have content
|
|
if(g.Triangles > 0)
|
|
pickables.Add(g);
|
|
}
|
|
}
|
|
|
|
// Add sidedef if on the front side
|
|
if(side > 0.0f)
|
|
{
|
|
List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Back);
|
|
foreach(VisualGeometry g in sidedefgeo)
|
|
{
|
|
// Must have content
|
|
if(g.Triangles > 0)
|
|
{
|
|
g.SetPickResults(intersect, u);
|
|
pickables.Add(g);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add all the visible things
|
|
foreach(VisualThing vt in visiblethings)
|
|
pickables.Add(vt);
|
|
|
|
//mxd. And all visual vertices
|
|
if(General.Map.UDMF && General.Settings.GZShowVisualVertices) {
|
|
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
|
|
pickables.AddRange(pair.Value.Vertices);
|
|
}
|
|
|
|
// Now we have a list of potential geometry that lies along the trace line.
|
|
// We still don't know what geometry actually hits, but we ruled out that which doesn't get even close.
|
|
// This is still too much for accurate intersection testing, so we do a fast reject pass first.
|
|
Vector3D direction = to - from;
|
|
direction = direction.GetNormal();
|
|
List<IVisualPickable> potentialpicks = new List<IVisualPickable>(pickables.Count);
|
|
foreach(IVisualPickable p in pickables)
|
|
{
|
|
if(p.PickFastReject(from, to, direction)) potentialpicks.Add(p);
|
|
}
|
|
|
|
// Now we do an accurate intersection test for all resulting geometry
|
|
// We keep only the closest hit!
|
|
foreach(IVisualPickable p in potentialpicks)
|
|
{
|
|
float u = result.u_ray;
|
|
if(p.PickAccurate(from, to, direction, ref u))
|
|
{
|
|
// Closer than previous find?
|
|
if((u > 0.0f) && (u < result.u_ray))
|
|
{
|
|
result.u_ray = u;
|
|
result.picked = p;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup final result
|
|
result.hitpos = from + to * result.u_ray;
|
|
|
|
// Done
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Processing
|
|
|
|
/// <summary>
|
|
/// This disposes all resources. Needed geometry will be rebuild automatically.
|
|
/// </summary>
|
|
protected virtual void ResourcesReloaded()
|
|
{
|
|
// Dispose
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
if(vs.Value != null) vs.Value.Dispose();
|
|
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
if(vt.Value != null) vt.Value.Dispose();
|
|
|
|
// Clear collections
|
|
allsectors.Clear();
|
|
allthings.Clear();
|
|
visiblesectors.Clear();
|
|
visibleblocks.Clear();
|
|
visiblegeometry.Clear();
|
|
visiblethings.Clear();
|
|
|
|
if(General.Map.UDMF) vertices.Clear(); //mxd
|
|
|
|
// Make new blockmap
|
|
FillBlockMap();
|
|
|
|
// Visibility culling (this re-creates the needed resources)
|
|
DoCulling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This disposes orphaned resources and resources on changed geometry.
|
|
/// This usually happens when geometry is changed by undo, redo, cut or paste actions
|
|
/// and uses the marks to check what needs to be reloaded.
|
|
/// </summary>
|
|
protected virtual void ResourcesReloadedPartial()
|
|
{
|
|
Dictionary<Sector, VisualSector> newsectors = new Dictionary<Sector,VisualSector>(allsectors.Count);
|
|
|
|
// Neighbour sectors must be updated as well
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked)
|
|
{
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
if(sd.Other != null) sd.Other.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Go for all sidedefs to mark sectors that need updating
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
if(sd.Marked) sd.Sector.Marked = true;
|
|
|
|
// Go for all vertices to mark linedefs that need updating
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
{
|
|
if(v.Marked)
|
|
{
|
|
foreach(Linedef ld in v.Linedefs)
|
|
ld.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Go for all linedefs to mark sectors that need updating
|
|
foreach(Linedef ld in General.Map.Map.Linedefs)
|
|
{
|
|
if(ld.Marked)
|
|
{
|
|
if(ld.Front != null) ld.Front.Sector.Marked = true;
|
|
if(ld.Back != null) ld.Back.Sector.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Dispose if source was disposed or marked
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
{
|
|
if(vs.Value != null)
|
|
{
|
|
if(vs.Key.IsDisposed || vs.Key.Marked)
|
|
vs.Value.Dispose();
|
|
else
|
|
newsectors.Add(vs.Key, vs.Value);
|
|
}
|
|
}
|
|
|
|
// Things depend on the sector they are in and because we can't
|
|
// easily determine which ones changed, we dispose all things
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
if(vt.Value != null) vt.Value.Dispose();
|
|
|
|
// Apply new lists
|
|
allsectors = newsectors;
|
|
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
|
|
|
|
// Clear visibility collections
|
|
visiblesectors.Clear();
|
|
visibleblocks.Clear();
|
|
visiblegeometry.Clear();
|
|
visiblethings.Clear();
|
|
|
|
// Make new blockmap
|
|
FillBlockMap();
|
|
|
|
// Visibility culling (this re-creates the needed resources)
|
|
DoCulling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Implement this to create an instance of your VisualSector implementation.
|
|
/// </summary>
|
|
protected abstract VisualSector CreateVisualSector(Sector s);
|
|
|
|
/// <summary>
|
|
/// Implement this to create an instance of your VisualThing implementation.
|
|
/// </summary>
|
|
protected abstract VisualThing CreateVisualThing(Thing t);
|
|
|
|
/// <summary>
|
|
/// This returns the VisualSector for the given Sector.
|
|
/// </summary>
|
|
public VisualSector GetVisualSector(Sector s) {
|
|
if(!allsectors.ContainsKey(s)) return CreateVisualSector(s); //mxd
|
|
return allsectors[s];
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns the VisualThing for the given Thing.
|
|
/// </summary>
|
|
public VisualThing GetVisualThing(Thing t) { return allthings[t]; }
|
|
|
|
//mxd
|
|
public List<VisualThing> GetSelectedVisualThings(bool refreshSelection)
|
|
{
|
|
if (refreshSelection || selectedVisualThings == null) {
|
|
selectedVisualThings = new List<VisualThing>();
|
|
foreach (KeyValuePair<Thing, VisualThing> group in allthings) {
|
|
if (group.Value != null && group.Value.Selected)
|
|
selectedVisualThings.Add(group.Value);
|
|
}
|
|
|
|
//if nothing is selected - try to get thing from hilighted object
|
|
if (selectedVisualThings.Count == 0) {
|
|
Vector3D start = General.Map.VisualCamera.Position;
|
|
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
|
|
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
|
|
VisualPickResult target = PickObject(start, start + delta);
|
|
|
|
//not appropriate way to do this, but...
|
|
if (target.picked is VisualThing)
|
|
selectedVisualThings.Add((VisualThing)target.picked);
|
|
}
|
|
}
|
|
|
|
return selectedVisualThings;
|
|
}
|
|
|
|
/// <summary>
|
|
/// mxd. This returns list of selected sectors based on surfaces selected in visual mode
|
|
/// </summary>
|
|
public List<VisualSector> GetSelectedVisualSectors(bool refreshSelection)
|
|
{
|
|
if (refreshSelection || selectedVisualSectors == null) {
|
|
selectedVisualSectors = new List<VisualSector>();
|
|
foreach (KeyValuePair<Sector, VisualSector> group in allsectors) {
|
|
foreach (VisualGeometry vg in group.Value.AllGeometry) {
|
|
if (vg.Selected) {
|
|
selectedVisualSectors.Add(group.Value);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//if nothing is selected - try to get sector from hilighted object
|
|
if (selectedVisualSectors.Count == 0) {
|
|
VisualGeometry vg = getHilightedSurface();
|
|
if (vg != null) selectedVisualSectors.Add(vg.Sector);
|
|
}
|
|
}
|
|
return selectedVisualSectors;
|
|
}
|
|
|
|
/// <summary>
|
|
/// mxd. This returns list of surfaces selected in visual mode
|
|
/// </summary>
|
|
public List<VisualGeometry> GetSelectedSurfaces()
|
|
{
|
|
List<VisualGeometry> selectedSurfaces = new List<VisualGeometry>();
|
|
foreach (KeyValuePair<Sector, VisualSector> group in allsectors) {
|
|
foreach (VisualGeometry vg in group.Value.AllGeometry) {
|
|
if (vg.Selected) selectedSurfaces.Add(vg);
|
|
}
|
|
}
|
|
|
|
//if nothing is selected - try to get hilighted surface
|
|
if (selectedSurfaces.Count == 0) {
|
|
VisualGeometry vg = getHilightedSurface();
|
|
if (vg != null) selectedSurfaces.Add(vg);
|
|
}
|
|
return selectedSurfaces;
|
|
}
|
|
|
|
//mxd
|
|
private VisualGeometry getHilightedSurface()
|
|
{
|
|
Vector3D start = General.Map.VisualCamera.Position;
|
|
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
|
|
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
|
|
VisualPickResult target = PickObject(start, start + delta);
|
|
|
|
if(target.picked is VisualGeometry) {
|
|
VisualGeometry vg = (VisualGeometry)target.picked;
|
|
if (vg.Sector != null) return vg;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns True when a VisualSector has been created for the specified Sector.
|
|
/// </summary>
|
|
public bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s) && (allsectors[s] != null); }
|
|
|
|
/// <summary>
|
|
/// Returns True when a VisualThing has been created for the specified Thing.
|
|
/// </summary>
|
|
public bool VisualThingExists(Thing t) { return allthings.ContainsKey(t) && (allthings[t] != null); }
|
|
|
|
/// <summary>
|
|
/// This is called when the blockmap needs to be refilled, because it was invalidated.
|
|
/// This usually happens when geometry is changed by undo, redo, cut or paste actions.
|
|
/// Lines and Things are added to the block map by the base implementation.
|
|
/// </summary>
|
|
protected virtual void FillBlockMap()
|
|
{
|
|
blockmap.Clear();//mxd
|
|
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
|
|
blockmap.AddThingsSet(General.Map.Map.Things);
|
|
blockmap.AddSectorsSet(General.Map.Map.Sectors);
|
|
}
|
|
|
|
/// <summary>
|
|
/// While this mode is active, this is called continuously to process whatever needs processing.
|
|
/// </summary>
|
|
public override void OnProcess(float deltatime)
|
|
{
|
|
float multiplier;
|
|
|
|
base.OnProcess(deltatime);
|
|
|
|
// Camera vectors
|
|
Vector3D camvec = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ);
|
|
Vector3D camvecstrafe = Vector3D.FromAngleXY(General.Map.VisualCamera.AngleXY + Angle2D.PIHALF);
|
|
Vector3D cammovemul = General.Map.VisualCamera.MoveMultiplier;
|
|
Vector3D camdeltapos = new Vector3D();
|
|
Vector3D upvec = new Vector3D(0.0f, 0.0f, 1.0f);
|
|
|
|
// Move the camera
|
|
if(General.Interface.ShiftState) multiplier = MOVE_SPEED_MULTIPLIER * 2.0f; else multiplier = MOVE_SPEED_MULTIPLIER;
|
|
if(keyforward) camdeltapos += camvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
if(keybackward) camdeltapos -= camvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
if(keyleft) camdeltapos -= camvecstrafe * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
if(keyright) camdeltapos += camvecstrafe * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
if(keyup) camdeltapos += upvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
if(keydown) camdeltapos += -upvec * cammovemul * General.Settings.MoveSpeed * multiplier * deltatime;
|
|
|
|
// Move the camera
|
|
General.Map.VisualCamera.ProcessMovement(camdeltapos);
|
|
|
|
// Apply new camera matrices
|
|
renderer.PositionAndLookAt(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target);
|
|
|
|
// Visibility culling
|
|
DoCulling();
|
|
|
|
// Update labels in main window
|
|
General.MainWindow.UpdateCoordinates(General.Map.VisualCamera.Position);
|
|
|
|
// Now redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
//mxd
|
|
[BeginAction("centeroncoordinates", BaseAction = true)]
|
|
protected virtual void CenterOnCoordinates() {
|
|
//show form...
|
|
CenterOnCoordinatesForm form = new CenterOnCoordinatesForm();
|
|
if(form.ShowDialog() == DialogResult.OK) {
|
|
Sector s = General.Map.Map.GetSectorByCoordinates(form.Coordinates, blockmap);
|
|
|
|
if (s == null) {
|
|
General.Map.VisualCamera.Position = form.Coordinates;
|
|
} else {
|
|
General.Map.VisualCamera.Position = new Vector3D(form.Coordinates.x, form.Coordinates.y, s.FloorHeight + 54);
|
|
}
|
|
General.Map.VisualCamera.Sector = s;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|