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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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35d2f6fe5d
@ Fixed problem where ceiling or floor height changed too much when having the same 3D floor selected multiple times through different tagged sectors.
238 lines
6.9 KiB
C#
238 lines
6.9 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal sealed class VisualFloor : BaseVisualGeometrySector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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WorldVertex[] verts;
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Sector s = level.sector;
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Vector2D texscale;
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base.Setup(level, extrafloor);
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
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Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
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s.Fields.GetValue("ypanningfloor", 0.0f));
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Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
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s.Fields.GetValue("yscalefloor", 1.0f));
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// Load floor texture
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base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = s.LongFloorTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = s.LongFloorTexture;
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}
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// Determine texture scale
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if(base.Texture.IsImageLoaded)
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texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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{
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].y = triverts[i].y;
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verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.FloorHeight;
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// Texture coordinates
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Vector2D pos = triverts[i];
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pos = pos.GetRotated(rotate);
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pos.y = -pos.y;
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pos = (pos + offset) * scale * texscale;
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verts[i].u = pos.x;
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verts[i].v = pos.y;
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}
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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if((extrafloor != null) && !extrafloor.VavoomType)
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SwapTriangleVertices(verts);
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// Determine render pass
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if(level.alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Solid;
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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mode.CreateUndo("Paste floor " + BuilderPlug.Me.CopiedFlat);
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mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on floor.");
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SetTexture(BuilderPlug.Me.CopiedFlat);
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this.Setup();
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}
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}
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// Call to change the height
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public override void OnChangeTargetHeight(int amount)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTargetHeight(amount);
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}
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}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
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level.sector.FloorHeight += amount;
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mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Check if our ray starts at the correct side of the plane
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if(level.plane.Distance(from) > 0.0f)
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{
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// Calculate the intersection
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if(level.plane.GetIntersection(from, to, ref pickrayu))
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{
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if(pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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}
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return false;
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
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}
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// Return texture name
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public override string GetTextureName()
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{
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return level.sector.FloorTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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level.sector.SetFloorTexture(texturename);
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General.Map.Data.UpdateUsedTextures();
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if(level.sector == this.Sector.Sector)
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{
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this.Setup();
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}
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else if(mode.VisualSectorExists(level.sector))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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vs.UpdateSectorGeometry(false);
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}
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}
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#endregion
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}
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}
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