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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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4b0c30cad2
@ work on (G)ZDoom Editing plugin
414 lines
13 KiB
C#
414 lines
13 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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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.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal class SectorData
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{
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#region ================== Variables
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// Sector for which this data is
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private Sector sector;
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// Levels have been built?
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private bool built;
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// This is to prevent recursion when sectors need each other to build
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private bool isbuilding;
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// Levels sorted by height
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private List<SectorLevel> levels;
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// Original floor and ceiling levels
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private SectorLevel floor;
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private SectorLevel ceiling;
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// Linedefs and Things of interest when building the levels
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// See RebuildSectorData() in BaseVisualMode.cs for the logic which selects interesting elements
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private List<Linedef> linedefs;
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private List<Thing> things;
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#endregion
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#region ================== Properties
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public Sector Sector { get { return sector; } }
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public bool Built { get { return built; } }
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public List<SectorLevel> Levels { get { return levels; } }
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public SectorLevel Floor { get { return floor; } }
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public SectorLevel Ceiling { get { return ceiling; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public SectorData(BaseVisualMode mode, Sector s)
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{
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int color = -1, flight = s.Brightness, clight = s.Brightness;
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bool fabs = true, cabs = true;
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// Initialize
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this.sector = s;
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this.built = false;
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this.levels = new List<SectorLevel>(2);
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this.linedefs = new List<Linedef>(1);
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this.things = new List<Thing>(1);
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// Create floor and ceiling planes
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floor = new SectorLevel(s, SectorLevelType.Floor);
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ceiling = new SectorLevel(s, SectorLevelType.Ceiling);
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floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight);
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ceiling.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight);
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// Determine colors
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try
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{
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// Fetch ZDoom fields
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color = sector.Fields.ContainsKey("lightcolor") ? (int)sector.Fields["lightcolor"].Value : -1;
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flight = sector.Fields.ContainsKey("lightfloor") ? (int)sector.Fields["lightfloor"].Value : 0;
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fabs = sector.Fields.ContainsKey("lightfloorabsolute") ? (bool)sector.Fields["lightfloorabsolute"].Value : false;
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clight = sector.Fields.ContainsKey("lightceiling") ? (int)sector.Fields["lightceiling"].Value : 0;
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cabs = sector.Fields.ContainsKey("lightceilingabsolute") ? (bool)sector.Fields["lightceilingabsolute"].Value : false;
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}
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catch(Exception) { }
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PixelColor lightcolor = PixelColor.FromInt(color);
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if(!fabs) flight = sector.Brightness + flight;
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if(!cabs) clight = sector.Brightness + clight;
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PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(flight));
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PixelColor ceilingbrightness = PixelColor.FromInt(mode.CalculateBrightness(clight));
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PixelColor floorcolor = PixelColor.Modulate(lightcolor, floorbrightness);
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PixelColor ceilingcolor = PixelColor.Modulate(lightcolor, ceilingbrightness);
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floor.color = floorcolor.WithAlpha(255).ToInt();
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floor.brightnessbelow = sector.Brightness;
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floor.colorbelow = lightcolor.WithAlpha(255);
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ceiling.color = ceilingcolor.WithAlpha(255).ToInt();
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ceiling.brightnessbelow = sector.Brightness;
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ceiling.colorbelow = lightcolor.WithAlpha(255);
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// Add ceiling and floor
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levels.Add(floor);
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levels.Add(ceiling);
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}
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#endregion
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#region ================== Public Methods
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// This adds a linedef that of interest to this sector, because it modifies the sector
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public void AddLinedef(Linedef l) { linedefs.Add(l); }
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// This adds a thing that of interest to this sector, because it modifies the sector
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public void AddThing(Thing t) { things.Add(t); }
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// This creates additional levels from things and linedefs
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public void BuildLevels(BaseVisualMode mode)
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{
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// Begin
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if(isbuilding) return;
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isbuilding = true;
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foreach(Linedef l in linedefs)
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{
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// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
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if(l.Action == 181)
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{
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// Find the vertex furthest from the line
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Vertex foundv = null;
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float founddist = -1.0f;
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foreach(Sidedef sd in sector.Sidedefs)
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{
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Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
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float d = l.DistanceToSq(v.Position, false);
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if(d > founddist)
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{
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foundv = v;
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founddist = d;
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}
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}
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if(sector.Index == 17)
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{
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int g = 5;
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}
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// Align floor with back of line
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if((l.Args[0] == 1) && (l.Front.Sector == sector) && (l.Back != null))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.FloorHeight);
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if(l.SideOfLine(v3) < 0.0f)
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floor.plane = new Plane(v1, v2, v3, true);
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else
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floor.plane = new Plane(v2, v1, v3, true);
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}
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// Align floor with front of line
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else if((l.Args[0] == 2) && (l.Back.Sector == sector) && (l.Front != null))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.FloorHeight);
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if(l.SideOfLine(v3) < 0.0f)
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floor.plane = new Plane(v1, v2, v3, true);
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else
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floor.plane = new Plane(v2, v1, v3, true);
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}
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// Align ceiling with back of line
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if((l.Args[1] == 1) && (l.Front.Sector == sector) && (l.Back != null))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.CeilHeight);
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if(l.SideOfLine(v3) > 0.0f)
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ceiling.plane = new Plane(v1, v2, v3, false);
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else
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ceiling.plane = new Plane(v2, v1, v3, false);
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}
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// Align ceiling with front of line
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else if((l.Args[1] == 2) && (l.Back.Sector == sector) && (l.Front != null))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.CeilHeight);
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if(l.SideOfLine(v3) > 0.0f)
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ceiling.plane = new Plane(v1, v2, v3, false);
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else
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ceiling.plane = new Plane(v2, v1, v3, false);
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}
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}
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// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
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else if(l.Action == 160)
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{
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if(l.Front != null)
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{
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SectorData sd = mode.GetSectorData(l.Front.Sector);
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if(!sd.Built) sd.BuildLevels(mode);
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SectorLevel f = new SectorLevel(sd.Floor);
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SectorLevel c = new SectorLevel(sd.Ceiling);
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// A 3D floor's color is always that of the sector it is placed in
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f.color = 0;
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// Do not adjust light?
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if((l.Args[2] & 1) != 0)
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{
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f.brightnessbelow = -1;
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f.colorbelow = PixelColor.FromInt(0);
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c.color = 0;
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c.brightnessbelow = -1;
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c.colorbelow = PixelColor.FromInt(0);
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}
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levels.Add(f);
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levels.Add(c);
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}
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}
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// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
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else if(l.Action == 50)
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{
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if(l.Front != null)
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{
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SectorData sd = mode.GetSectorData(l.Front.Sector);
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if(!sd.Built) sd.BuildLevels(mode);
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//SectorLevel f = new SectorLevel(sd.Floor);
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SectorLevel c = new SectorLevel(sd.Ceiling);
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c.type = SectorLevelType.Light;
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//f.type = SectorLevelType.Light;
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//f.color = 0;
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//f.brightnessbelow = 0;
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//f.colorbelow = PixelColor.FromInt(0);
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//levels.Add(f);
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levels.Add(c);
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}
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}
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}
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foreach(Thing t in things)
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{
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// ========== Copy floor slope ==========
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if(t.Type == 9510)
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{
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// Find tagged sector
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Sector ts = null;
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Tag == t.Args[0])
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{
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ts = s;
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break;
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}
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}
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if(ts != null)
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{
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SectorData tsd = mode.GetSectorData(ts);
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if(!tsd.Built) tsd.BuildLevels(mode);
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floor.plane = tsd.floor.plane;
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}
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}
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// ========== Line floor slope ==========
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else if(t.Type == 9500)
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{
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// Find the tagged line
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Linedef ld = null;
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(l.Tag == t.Args[0])
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{
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ld = l;
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break;
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}
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}
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if(ld != null)
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{
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// Slope the floor from the linedef to thing
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t.DetermineSector(mode.BlockMap);
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Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
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if(ld.SideOfLine(t.Position) < 0.0f)
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
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floor.plane = new Plane(v1, v2, v3, true);
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}
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else
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
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floor.plane = new Plane(v2, v1, v3, true);
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}
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}
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}
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}
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// Sort the levels
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levels.Sort();
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// Now that we know the levels in this sector (and in the right order) we
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// can determine the lighting in between and on the levels.
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// Start from the absolute ceiling and go down to 'cast' the lighting
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for(int i = levels.Count - 2; i >= 0; i--)
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{
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SectorLevel l = levels[i];
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SectorLevel pl = levels[i + 1];
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// Set color when no color is specified, or when a 3D floor is placed above the absolute floor
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if((l.color == 0) || ((l == floor) && (levels.Count > 2)))
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{
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PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(pl.brightnessbelow));
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PixelColor floorcolor = PixelColor.Modulate(pl.colorbelow, floorbrightness);
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l.color = floorcolor.WithAlpha(255).ToInt();
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}
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if(l.colorbelow.a == 0)
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l.colorbelow = pl.colorbelow;
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if(l.brightnessbelow == -1)
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l.brightnessbelow = pl.brightnessbelow;
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}
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// Done
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built = true;
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isbuilding = false;
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}
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// This returns the level above the given point
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public SectorLevel GetLevelAbove(Vector3D pos)
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{
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SectorLevel found = null;
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float dist = float.MaxValue;
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foreach(SectorLevel l in levels)
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{
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float d = l.plane.GetZ(pos) - pos.z;
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if((d > 0.0f) && (d < dist))
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{
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dist = d;
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found = l;
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}
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}
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return found;
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}
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// This returns the level above the given point
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public SectorLevel GetCeilingAbove(Vector3D pos)
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{
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SectorLevel found = null;
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float dist = float.MaxValue;
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foreach(SectorLevel l in levels)
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{
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if(l.type == SectorLevelType.Ceiling)
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{
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float d = l.plane.GetZ(pos) - pos.z;
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if((d > 0.0f) && (d < dist))
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{
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dist = d;
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found = l;
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}
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}
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}
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return found;
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}
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// This returns the level below the given point
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public SectorLevel GetLevelBelow(Vector3D pos)
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{
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SectorLevel found = null;
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float dist = float.MaxValue;
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foreach(SectorLevel l in levels)
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{
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float d = pos.z - l.plane.GetZ(pos);
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if((d > 0.0f) && (d < dist))
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{
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dist = d;
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found = l;
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}
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}
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return found;
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}
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// This returns the floor below the given point
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public SectorLevel GetFloorBelow(Vector3D pos)
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{
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SectorLevel found = null;
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float dist = float.MaxValue;
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foreach(SectorLevel l in levels)
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{
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if(l.type == SectorLevelType.Floor)
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{
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float d = pos.z - l.plane.GetZ(pos);
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if((d > 0.0f) && (d < dist))
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{
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dist = d;
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found = l;
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}
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}
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}
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return found;
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}
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#endregion
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}
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}
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