mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
35d2f6fe5d
@ Fixed problem where ceiling or floor height changed too much when having the same 3D floor selected multiple times through different tagged sectors.
239 lines
6.9 KiB
C#
239 lines
6.9 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;
|
|
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using System.Drawing;
|
|
using System.ComponentModel;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using System.Drawing.Imaging;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.GZDoomEditing
|
|
{
|
|
internal sealed class VisualCeiling : BaseVisualGeometrySector
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Setup
|
|
|
|
// Constructor
|
|
public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
|
|
{
|
|
// 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)
|
|
{
|
|
WorldVertex[] verts;
|
|
WorldVertex v;
|
|
Sector s = level.sector;
|
|
Vector2D texscale;
|
|
|
|
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 floor texture
|
|
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
|
|
if(base.Texture == null)
|
|
{
|
|
base.Texture = General.Map.Data.MissingTexture3D;
|
|
setuponloadedtexture = s.LongCeilTexture;
|
|
}
|
|
else
|
|
{
|
|
if(!base.Texture.IsImageLoaded)
|
|
setuponloadedtexture = s.LongCeilTexture;
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Make vertices
|
|
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
|
|
verts = new WorldVertex[triverts.Count];
|
|
for(int i = 0; i < triverts.Count; i++)
|
|
{
|
|
// Color shading
|
|
PixelColor c = PixelColor.FromInt(level.color);
|
|
verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
|
|
|
|
// Vertex coordinates
|
|
verts[i].x = triverts[i].x;
|
|
verts[i].y = triverts[i].y;
|
|
verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.CeilHeight;
|
|
|
|
// 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)
|
|
SwapTriangleVertices(verts);
|
|
|
|
// Determine render pass
|
|
if(level.alpha < 255)
|
|
this.RenderPass = RenderPass.Alpha;
|
|
else
|
|
this.RenderPass = RenderPass.Solid;
|
|
|
|
// Apply vertices
|
|
base.SetVertices(verts);
|
|
return (verts.Length > 0);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// 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.");
|
|
SetTexture(BuilderPlug.Me.CopiedFlat);
|
|
this.Setup();
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + ".");
|
|
}
|
|
|
|
// 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(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();
|
|
if(level.sector == this.Sector.Sector)
|
|
{
|
|
this.Setup();
|
|
}
|
|
else if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|