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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1038 lines
30 KiB
C#
Executable file
1038 lines
30 KiB
C#
Executable file
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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.Generic;
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using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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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.BuilderModes
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{
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internal abstract class BaseVisualGeometrySector : VisualGeometry, IVisualEventReceiver
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{
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#region ================== Constants
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private const float DRAG_ANGLE_TOLERANCE = 0.06f;
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#endregion
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#region ================== Variables
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protected readonly BaseVisualMode mode;
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protected long setuponloadedtexture;
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private long lastsetuponloadedtexture;
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// This is only used to see if this object has already received a change
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// in a multiselection. The Changed property on the BaseVisualSector is
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// used to indicate a rebuild is needed.
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protected bool changed;
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protected SectorLevel level;
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protected Effect3DFloor extrafloor;
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// Undo/redo
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private int undoticket;
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// UV dragging
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private double dragstartanglexy;
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private double dragstartanglez;
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private Vector3D dragorigin;
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private int startoffsetx;
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private int startoffsety;
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protected bool uvdragging;
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private int prevoffsetx; // We have to provide delta offsets, but I don't
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private int prevoffsety; // want to calculate with delta offsets to prevent
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// inaccuracy in the dragging.
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private static List<BaseVisualSector> updatelist; //mxd
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protected bool performautoselection; //mxd
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#endregion
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#region ================== Properties
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new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
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public bool Changed { get { return changed; } set { changed = value; } }
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public SectorLevel Level { get { return level; } }
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public Effect3DFloor ExtraFloor { get { return extrafloor; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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protected BaseVisualGeometrySector(BaseVisualMode mode, VisualSector vs) : base(vs)
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{
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this.mode = mode;
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}
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#endregion
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#region ================== Methods
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// This changes the height
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protected abstract void ChangeHeight(int amount);
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protected abstract void ChangeTextureScale(int incrementX, int incrementY); //mxd
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public virtual void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight, bool stopatselected) { } //mxd
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//mxd
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override public void PerformAutoSelection()
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{
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if(!performautoselection) return;
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if(Triangles > 0)
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{
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this.selected = true;
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mode.AddSelectedObject(this);
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}
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performautoselection = false;
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}
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// This swaps triangles so that the plane faces the other way
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protected static void SwapTriangleVertices(WorldVertex[] verts)
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{
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// Swap some vertices to flip all triangles
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for(int i = 0; i < verts.Length; i += 3)
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{
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// Swap
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WorldVertex v = verts[i];
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verts[i] = verts[i + 1];
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verts[i + 1] = v;
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}
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}
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// This is called to update UV dragging
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protected virtual void UpdateDragUV()
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{
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double u_ray = 1.0f;
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// Calculate intersection position
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this.Level.plane.GetIntersection(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target, ref u_ray);
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Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;
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// Calculate offsets
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Vector3D dragdelta = intersect - dragorigin;
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double offsetx = dragdelta.x;
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double offsety = dragdelta.y;
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bool lockX = General.Interface.CtrlState && !General.Interface.ShiftState;
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bool lockY = !General.Interface.CtrlState && General.Interface.ShiftState;
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if(lockX || lockY)
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{
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double camAngle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
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if(camAngle > 315 || camAngle < 46)
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{
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if(lockX) offsetx = 0;
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if(lockY) offsety = 0;
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}
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else if(camAngle > 225)
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{
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if(lockX) offsety = 0;
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if(lockY) offsetx = 0;
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}
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else if(camAngle > 135)
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{
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if(lockX) offsetx = 0;
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if(lockY) offsety = 0;
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}
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else
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{
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if(lockX) offsety = 0;
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if(lockY) offsetx = 0;
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}
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}
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//mxd. Modify offsets based on surface and camera angles
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double angle;
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if(GeometryType == VisualGeometryType.CEILING)
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angle = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationceiling", 0.0));
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else
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angle = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationfloor", 0.0));
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Vector2D v = new Vector2D(offsetx, offsety).GetRotated(angle);
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offsetx = (int)Math.Round(v.x);
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offsety = (int)Math.Round(v.y);
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// Calculate deltas
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int deltax, deltay;
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if(General.Interface.CtrlState && General.Interface.ShiftState)
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{
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//mxd. Clamp to grid size?
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int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
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int newoffsety = startoffsety + (int)Math.Round(offsety);
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deltax = prevoffsetx - newoffsetx;
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deltay = prevoffsety - newoffsety;
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if(Math.Abs(deltax) >= General.Map.Grid.GridSize)
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{
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deltax = General.Map.Grid.GridSize * Math.Sign(deltax);
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prevoffsetx = newoffsetx;
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}
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else
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{
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deltax = 0;
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}
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if(Math.Abs(deltay) >= General.Map.Grid.GridSize)
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{
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deltay = General.Map.Grid.GridSize * Math.Sign(deltay);
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prevoffsety = newoffsety;
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}
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else
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{
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deltay = 0;
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}
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}
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else
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{
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int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
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int newoffsety = startoffsety + (int)Math.Round(offsety);
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deltax = prevoffsetx - newoffsetx;
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deltay = prevoffsety - newoffsety;
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prevoffsetx = newoffsetx;
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prevoffsety = newoffsety;
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}
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//mxd. Apply offset?
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if(deltax != 0 || deltay != 0) mode.ApplyFlatOffsetChange(deltax, deltay);
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mode.ShowTargetInfo();
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}
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//mxd
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public override Sector GetControlSector() { return level.sector; }
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//mxd
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protected void AlignTextureToClosestLine(bool alignx, bool aligny)
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{
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if(!(mode.HighlightedObject is BaseVisualSector)) return;
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// Do we need to align this? (and also grab texture scale while we are at it)
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double scaleX, scaleY;
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bool isFloor = (geometrytype == VisualGeometryType.FLOOR);
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if(mode.HighlightedTarget is VisualFloor)
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{
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Sector target;
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VisualFloor vf = (VisualFloor)mode.HighlightedTarget;
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// Use the control sector if the floor belongs to a 3D floor
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if (vf.ExtraFloor == null)
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target = vf.Sector.Sector;
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else
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target = vf.GetControlSector();
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// Check texture
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if(target.FloorTexture != (isFloor ? Sector.Sector.FloorTexture : Sector.Sector.CeilTexture)) return;
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scaleX = target.Fields.GetValue("xscalefloor", 1.0);
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scaleY = target.Fields.GetValue("yscalefloor", 1.0);
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}
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else
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{
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Sector target;
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VisualCeiling vc = (VisualCeiling)mode.HighlightedTarget;
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// Use the control sector if the ceiling belongs to a 3D floor
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if (vc.ExtraFloor == null)
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target = vc.Sector.Sector;
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else
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target = vc.GetControlSector();
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// Check texture
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if(target.CeilTexture != (isFloor ? Sector.Sector.FloorTexture : Sector.Sector.CeilTexture)) return;
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scaleX = target.Fields.GetValue("xscaleceiling", 1.0);
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scaleY = target.Fields.GetValue("yscaleceiling", 1.0);
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}
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//find a linedef to align to
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Vector2D hitpos = mode.GetHitPosition();
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if(!hitpos.IsFinite()) return;
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//align to line of highlighted sector, which is closest to hitpos
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Sector highlightedSector = ((BaseVisualSector)mode.HighlightedObject).Sector;
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List<Linedef> lines = new List<Linedef>();
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foreach(Sidedef side in highlightedSector.Sidedefs) lines.Add(side.Line);
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Linedef targetLine = MapSet.NearestLinedef(lines, hitpos);
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if(targetLine == null) return;
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bool isFront = targetLine.SideOfLine(hitpos) > 0;
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Sector.Sector.Fields.BeforeFieldsChange();
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//find an angle to rotate texture
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double sourceAngle = Math.Round(General.ClampAngle(isFront ? -Angle2D.RadToDeg(targetLine.Angle) + 90 : -Angle2D.RadToDeg(targetLine.Angle) - 90), 1);
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if(!isFront) sourceAngle = General.ClampAngle(sourceAngle + 180);
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//update angle
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UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "rotationfloor" : "rotationceiling"), sourceAngle, 0.0);
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// Scale texture if it's a slope and the appropriate option is set
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if (level.plane.Normal.z != 1.0 && BuilderPlug.Me.ScaleTexturesOnSlopes != 2)
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{
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Vector2D basescale = new Vector2D(1.0, 1.0);
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// User wants to use the current scale as a base?
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if(BuilderPlug.Me.ScaleTexturesOnSlopes == 1)
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{
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basescale.x = scaleX;
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basescale.y = scaleY;
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}
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// Create a unit vector of the direction of the target line in 3D space
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Vector3D targetlinevector = new Line3D(new Vector3D(targetLine.Start.Position, level.plane.GetZ(targetLine.Start.Position)), new Vector3D(targetLine.End.Position, level.plane.GetZ(targetLine.End.Position))).GetDelta().GetNormal();
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// Get a perpendicular vector of the target line in 3D space. This is used to get the slope angle relative to the target line
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Vector3D targetlineperpendicular = Vector3D.CrossProduct(targetlinevector, level.plane.Normal);
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if (alignx)
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scaleX = Math.Abs(basescale.x * (1.0 / Math.Cos(targetlinevector.GetAngleZ())));
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if (aligny)
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scaleY = Math.Abs(basescale.y * (1.0 / Math.Cos(targetlineperpendicular.GetAngleZ())));
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}
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//set scale
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UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xscalefloor" : "xscaleceiling"), scaleX, 1.0);
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UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "yscalefloor" : "yscaleceiling"), scaleY, 1.0);
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//update offset
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double distToStart = Vector2D.Distance(hitpos, targetLine.Start.Position);
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double distToEnd = Vector2D.Distance(hitpos, targetLine.End.Position);
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Vector2D offset = (distToStart < distToEnd ? targetLine.Start.Position : targetLine.End.Position).GetRotated(Angle2D.DegToRad(sourceAngle));
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if(alignx)
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{
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if(Texture != null && Texture.IsImageLoaded) offset.x %= Texture.Width / scaleX;
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UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xpanningfloor" : "xpanningceiling"), Math.Round(-offset.x, 6), 0.0);
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}
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if(aligny)
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{
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if(Texture != null && Texture.IsImageLoaded) offset.y %= Texture.Height / scaleY;
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UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "ypanningfloor" : "ypanningceiling"), Math.Round(offset.y, 6), 0.0);
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}
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//update geometry
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Sector.UpdateSectorGeometry(false);
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}
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//mxd
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protected void ClearFields(IEnumerable<string> keys, string undodescription, string resultdescription)
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{
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if(!General.Map.UDMF) return;
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mode.CreateUndo(undodescription);
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mode.SetActionResult(resultdescription);
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level.sector.Fields.BeforeFieldsChange();
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foreach(string key in keys)
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{
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if(level.sector.Fields.ContainsKey(key))
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{
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level.sector.Fields.Remove(key);
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level.sector.UpdateNeeded = true;
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}
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}
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if(level.sector.UpdateNeeded)
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{
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if(level.sector != Sector.Sector && 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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else
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{
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Sector.UpdateSectorGeometry(false);
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}
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}
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}
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#endregion
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#region ================== Events
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// Unused
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public virtual void OnEditBegin() { }
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public virtual void OnTextureFit(FitTextureOptions options) { } //mxd
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public virtual void OnToggleUpperUnpegged() { }
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public virtual void OnToggleLowerUnpegged() { }
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public virtual void OnResetTextureOffset() { }
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public virtual void OnResetLocalTextureOffset() { } //mxd
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public virtual void OnCopyTextureOffsets() { }
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public virtual void OnPasteTextureOffsets() { }
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public virtual void OnInsert() { }
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protected virtual void SetTexture(string texturename) { }
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public virtual void ApplyUpperUnpegged(bool set) { }
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public virtual void ApplyLowerUnpegged(bool set) { }
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protected abstract void MoveTextureOffset(int offsetx, int offsety);
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protected abstract Point GetTextureOffset();
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public virtual void OnPaintSelectEnd() { } // biwa
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// Setup this plane
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public bool Setup() { return this.Setup(this.level, this.extrafloor); }
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public virtual bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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this.level = level;
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this.extrafloor = extrafloor;
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return false;
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}
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// Begin select
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public virtual void OnSelectBegin()
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{
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mode.LockTarget();
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dragstartanglexy = General.Map.VisualCamera.AngleXY;
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dragstartanglez = General.Map.VisualCamera.AngleZ;
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dragorigin = pickintersect;
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startoffsetx = GetTextureOffset().X;
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startoffsety = GetTextureOffset().Y;
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prevoffsetx = GetTextureOffset().X;
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prevoffsety = GetTextureOffset().Y;
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}
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// Select or deselect
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public virtual void OnSelectEnd()
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{
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mode.UnlockTarget();
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// Was dragging?
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if(uvdragging)
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{
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// Dragging stops now
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uvdragging = false;
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}
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else
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{
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if(this.selected)
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{
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this.selected = false;
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mode.RemoveSelectedObject(this);
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}
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else
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{
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this.selected = true;
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mode.AddSelectedObject(this);
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}
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}
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}
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// Moving the mouse
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public virtual void OnMouseMove(MouseEventArgs e)
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{
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// biwa. Paint selection going on?
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if(mode.PaintSelectPressed)
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{
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// toggle selected state
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if (mode.PaintSelectType == this.GetType().BaseType && mode.Highlighted != this) // using BaseType so that both floor and ceiling can be selected in one go
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{
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if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
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{
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if (!selected)
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{
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selected = true;
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mode.AddSelectedObject(this);
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}
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}
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else if (General.Interface.CtrlState)
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{
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if (selected)
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{
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selected = false;
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mode.RemoveSelectedObject(this);
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}
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}
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else
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{
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if (selected)
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mode.RemoveSelectedObject(this);
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else
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mode.AddSelectedObject(this);
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selected = !selected;
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}
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}
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return;
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}
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if(!General.Map.UDMF) return; //mxd. Cannot change texture offsets in other map formats...
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// Dragging UV?
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if(uvdragging)
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{
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UpdateDragUV();
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}
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else
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{
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// Select button pressed?
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if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
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{
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// Check if tolerance is exceeded to start UV dragging
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double deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
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double deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez;
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if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
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{
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mode.PreAction(UndoGroup.TextureOffsetChange);
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mode.CreateUndo("Change texture offsets");
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// Start drag now
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uvdragging = true;
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mode.Renderer.ShowSelection = false;
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mode.Renderer.ShowHighlight = false;
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UpdateDragUV();
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}
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}
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}
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}
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// Delete texture
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public virtual void OnDelete()
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{
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// Remove texture
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mode.CreateUndo("Delete texture");
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mode.SetActionResult("Deleted a texture.");
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SetTexture("-");
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// Update
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
// Processing
|
|
public virtual void OnProcess(long deltatime)
|
|
{
|
|
// If the texture was not loaded, but is loaded now, then re-setup geometry
|
|
if(setuponloadedtexture != lastsetuponloadedtexture)
|
|
{
|
|
if (setuponloadedtexture != 0)
|
|
{
|
|
ImageData t = General.Map.Data.GetFlatImage(setuponloadedtexture);
|
|
if (t != null && t.IsImageLoaded)
|
|
{
|
|
lastsetuponloadedtexture = setuponloadedtexture;
|
|
Setup();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lastsetuponloadedtexture = setuponloadedtexture;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flood-fill textures
|
|
public virtual void OnTextureFloodfill()
|
|
{
|
|
if(BuilderPlug.Me.CopiedFlat != null)
|
|
{
|
|
string oldtexture = GetTextureName();
|
|
string newtexture = BuilderPlug.Me.CopiedFlat;
|
|
if(newtexture != oldtexture)
|
|
{
|
|
// Get the texture
|
|
ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture);
|
|
if(newtextureimage != null)
|
|
{
|
|
bool fillceilings = (this is VisualCeiling);
|
|
|
|
if(fillceilings)
|
|
{
|
|
mode.CreateUndo("Flood-fill ceilings with " + newtexture);
|
|
mode.SetActionResult("Flood-filled ceilings with " + newtexture + ".");
|
|
}
|
|
else
|
|
{
|
|
mode.CreateUndo("Flood-fill floors with " + newtexture);
|
|
mode.SetActionResult("Flood-filled floors with " + newtexture + ".");
|
|
}
|
|
|
|
mode.Renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
|
|
if(mode.IsSingleSelection)
|
|
{
|
|
// Clear all marks, this will align everything it can
|
|
General.Map.Map.ClearMarkedSectors(false);
|
|
}
|
|
else
|
|
{
|
|
// Limit the alignment to selection only
|
|
General.Map.Map.ClearMarkedSectors(true);
|
|
List<Sector> sectors = mode.GetSelectedSectors();
|
|
foreach(Sector s in sectors) s.Marked = false;
|
|
}
|
|
|
|
//mxd. We potentially need to deal with 2 textures (because of long and short texture names)...
|
|
HashSet<long> oldtexturehashes = new HashSet<long> { Texture.LongName, Lump.MakeLongName(oldtexture) };
|
|
|
|
// Do the fill
|
|
Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturehashes, newtexture, false);
|
|
|
|
// Get the changed sectors
|
|
List<Sector> changes = General.Map.Map.GetMarkedSectors(true);
|
|
foreach(Sector s in changes)
|
|
{
|
|
// Update the visual sector
|
|
if(mode.VisualSectorExists(s))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
|
|
if(fillceilings) vs.Ceiling.Setup();
|
|
else vs.Floor.Setup();
|
|
}
|
|
}
|
|
|
|
General.Map.Data.UpdateUsedTextures();
|
|
mode.Renderer.SetCrosshairBusy(false);
|
|
mode.ShowTargetInfo();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Auto-align texture offsets
|
|
public virtual void OnTextureAlign(bool alignx, bool aligny)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
|
|
//create undo
|
|
string rest;
|
|
if(alignx && aligny) rest = "(X and Y)";
|
|
else if(alignx) rest = "(X)";
|
|
else rest = "(Y)";
|
|
|
|
mode.CreateUndo("Auto-align textures " + rest);
|
|
mode.SetActionResult("Auto-aligned textures " + rest + ".");
|
|
|
|
//get selection
|
|
List<VisualGeometry> selection = mode.GetSelectedSurfaces();
|
|
|
|
//align textures on slopes
|
|
foreach(VisualGeometry vg in selection)
|
|
{
|
|
if(vg.GeometryType == VisualGeometryType.FLOOR || vg.GeometryType == VisualGeometryType.CEILING)
|
|
{
|
|
// Might be a 3D floor, so we might need another VisualGeometry
|
|
VisualGeometry realvg;
|
|
|
|
if (vg.GeometryType == VisualGeometryType.FLOOR)
|
|
{
|
|
if (((VisualFloor)vg).ExtraFloor == null)
|
|
realvg = vg;
|
|
else
|
|
{
|
|
Sector s = ((VisualFloor)vg).GetControlSector();
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
|
|
realvg = vs.Floor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (((VisualCeiling)vg).ExtraFloor == null)
|
|
realvg = vg;
|
|
else
|
|
{
|
|
Sector s = ((VisualCeiling)vg).GetControlSector();
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
|
|
realvg = vs.Ceiling;
|
|
}
|
|
}
|
|
|
|
if(realvg.GeometryType == VisualGeometryType.FLOOR)
|
|
((VisualFloor)realvg).AlignTexture(alignx, aligny);
|
|
else
|
|
((VisualCeiling)realvg).AlignTexture(alignx, aligny);
|
|
|
|
realvg.Sector.Sector.UpdateNeeded = true;
|
|
realvg.Sector.Sector.UpdateCache();
|
|
}
|
|
}
|
|
|
|
// Map is changed
|
|
General.Map.Map.Update();
|
|
General.Map.IsChanged = true;
|
|
General.Interface.RefreshInfo();
|
|
}
|
|
|
|
// Copy properties
|
|
public virtual void OnCopyProperties()
|
|
{
|
|
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(level.sector);
|
|
mode.SetActionResult("Copied sector properties.");
|
|
}
|
|
|
|
// Paste properties
|
|
public virtual void OnPasteProperties(bool usecopysettings)
|
|
{
|
|
if(BuilderPlug.Me.CopiedSectorProps != null)
|
|
{
|
|
mode.CreateUndo("Paste sector properties");
|
|
mode.SetActionResult("Pasted sector properties.");
|
|
|
|
//mxd. Added "usecopysettings"
|
|
BuilderPlug.Me.CopiedSectorProps.Apply(new List<Sector> { level.sector }, usecopysettings);
|
|
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
vs.UpdateSectorGeometry(true);
|
|
}
|
|
|
|
mode.ShowTargetInfo();
|
|
}
|
|
}
|
|
|
|
// Select texture
|
|
public virtual void OnSelectTexture()
|
|
{
|
|
if(General.Interface.IsActiveWindow)
|
|
{
|
|
string oldtexture = GetTextureName();
|
|
string newtexture = General.Interface.BrowseFlat(General.Interface, oldtexture);
|
|
if(newtexture != oldtexture)
|
|
{
|
|
mode.ApplySelectTexture(newtexture, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply Texture
|
|
public virtual void ApplyTexture(string texture)
|
|
{
|
|
mode.CreateUndo("Change flat \"" + texture + "\"");
|
|
SetTexture(texture);
|
|
|
|
// Update
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
// Copy texture
|
|
public virtual void OnCopyTexture()
|
|
{
|
|
//mxd. When UseLongTextureNames is enabled and the image filename is longer than 8 chars, use full name,
|
|
// otherwise use texture name as stored in Sector
|
|
string texturename = ((General.Map.Options.UseLongTextureNames && Texture != null && Texture.UsedInMap
|
|
&& Path.GetFileNameWithoutExtension(Texture.Name).Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
|
|
? Texture.Name : GetTextureName());
|
|
|
|
BuilderPlug.Me.CopiedFlat = texturename;
|
|
if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedTexture = texturename;
|
|
mode.SetActionResult("Copied flat \"" + texturename + "\".");
|
|
}
|
|
|
|
public virtual void OnPasteTexture() { }
|
|
|
|
// Return texture name
|
|
public virtual string GetTextureName() { return ""; }
|
|
|
|
// Edit button released
|
|
public virtual void OnEditEnd()
|
|
{
|
|
if(General.Interface.IsActiveWindow)
|
|
{
|
|
//mxd
|
|
List<Sector> sectors = mode.GetSelectedSectors();
|
|
updatelist = new List<BaseVisualSector>();
|
|
|
|
foreach(Sector s in sectors)
|
|
{
|
|
if(mode.VisualSectorExists(s))
|
|
updatelist.Add((BaseVisualSector)mode.GetVisualSector(s));
|
|
}
|
|
|
|
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged; //mxd
|
|
mode.StartRealtimeInterfaceUpdate(SelectionType.Sectors); //mxd
|
|
DialogResult result = General.Interface.ShowEditSectors(sectors);
|
|
mode.StopRealtimeInterfaceUpdate(SelectionType.Sectors); //mxd
|
|
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged; //mxd
|
|
|
|
updatelist.Clear(); //mxd
|
|
updatelist = null; //mxd
|
|
|
|
if(result == DialogResult.OK) mode.RebuildElementData(); //mxd
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
|
|
{
|
|
foreach(BaseVisualSector vs in updatelist) vs.UpdateSectorGeometry(true);
|
|
}
|
|
|
|
// Sector height change
|
|
public virtual void OnChangeTargetHeight(int amount)
|
|
{
|
|
changed = true;
|
|
|
|
ChangeHeight(amount);
|
|
|
|
// Rebuild sector
|
|
BaseVisualSector vs;
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if(vs != null) vs.UpdateSectorGeometry(true);
|
|
|
|
// Visual slope handles need to be updated, too
|
|
if (General.Map.UDMF)
|
|
{
|
|
if (mode.AllSlopeHandles.ContainsKey(level.sector))
|
|
foreach (VisualSlope handle in mode.AllSlopeHandles[level.sector])
|
|
handle.Changed = true;
|
|
}
|
|
}
|
|
|
|
// Sector brightness change
|
|
public virtual void OnChangeTargetBrightness(bool up, bool local)
|
|
{
|
|
mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
|
|
|
|
if(up)
|
|
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
|
|
else
|
|
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
|
|
|
|
mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
|
|
|
|
Sector.Sector.UpdateCache();
|
|
|
|
// Rebuild sector
|
|
Sector.UpdateSectorGeometry(false);
|
|
}
|
|
|
|
// Texture offset change
|
|
public virtual bool OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
|
|
{
|
|
if(horizontal == 0 && vertical == 0) return false; //mxd
|
|
|
|
//mxd
|
|
if(!General.Map.UDMF)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Floor/ceiling texture offsets cannot be changed in this map format!");
|
|
return false;
|
|
}
|
|
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change texture offsets");
|
|
|
|
//mxd
|
|
changed = true;
|
|
|
|
//mxd
|
|
if(doSurfaceAngleCorrection)
|
|
{
|
|
Point p = new Point(horizontal, vertical);
|
|
double angle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
|
|
if(GeometryType == VisualGeometryType.CEILING)
|
|
angle += level.sector.Fields.GetValue("rotationceiling", 0.0);
|
|
else
|
|
angle += level.sector.Fields.GetValue("rotationfloor", 0.0);
|
|
|
|
angle = General.ClampAngle(angle);
|
|
|
|
if(angle > 315 || angle < 46)
|
|
{
|
|
//already correct
|
|
}
|
|
else if(angle > 225)
|
|
{
|
|
vertical = p.X;
|
|
horizontal = -p.Y;
|
|
}
|
|
else if(angle > 135)
|
|
{
|
|
horizontal = -p.X;
|
|
vertical = -p.Y;
|
|
}
|
|
else
|
|
{
|
|
vertical = -p.X;
|
|
horizontal = p.Y;
|
|
}
|
|
}
|
|
|
|
// Apply offsets
|
|
MoveTextureOffset(-horizontal, -vertical);
|
|
|
|
// Rebuild sector
|
|
BaseVisualSector vs;
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if(vs != null) vs.UpdateSectorGeometry(false);
|
|
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
public virtual void OnChangeTextureRotation(double angle)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change texture rotation");
|
|
|
|
string key = (GeometryType == VisualGeometryType.FLOOR ? "rotationfloor" : "rotationceiling");
|
|
mode.SetActionResult( (GeometryType == VisualGeometryType.FLOOR ? "Floor" : "Ceiling") + " rotation changed to " + angle);
|
|
|
|
// Set new angle
|
|
Sector s = GetControlSector();
|
|
s.Fields.BeforeFieldsChange();
|
|
UniFields.SetFloat(s.Fields, key, angle, 0.0);
|
|
|
|
// Mark as changed
|
|
changed = true;
|
|
|
|
// Rebuild sector
|
|
BaseVisualSector vs;
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if(vs != null) vs.UpdateSectorGeometry(false);
|
|
}
|
|
|
|
//mxd
|
|
public virtual void OnChangeScale(int incrementX, int incrementY)
|
|
{
|
|
if(!General.Map.UDMF || !Texture.IsImageLoaded) return;
|
|
|
|
changed = true;
|
|
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change texture scale");
|
|
|
|
// Adjust to camera view
|
|
double angle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
|
|
if(GeometryType == VisualGeometryType.CEILING) angle += level.sector.Fields.GetValue("rotationceiling", 0.0);
|
|
else angle += level.sector.Fields.GetValue("rotationfloor", 0.0);
|
|
angle = General.ClampAngle(angle);
|
|
|
|
if(angle > 315 || angle < 46)
|
|
{
|
|
ChangeTextureScale(incrementX, incrementY);
|
|
}
|
|
else if(angle > 225)
|
|
{
|
|
ChangeTextureScale(incrementY, incrementX);
|
|
}
|
|
else if(angle > 135)
|
|
{
|
|
ChangeTextureScale(incrementX, incrementY);
|
|
}
|
|
else
|
|
{
|
|
ChangeTextureScale(incrementY, incrementX);
|
|
}
|
|
|
|
// Rebuild sector
|
|
BaseVisualSector vs;
|
|
if(mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if(vs != null) vs.UpdateSectorGeometry(false);
|
|
}
|
|
|
|
// biwa
|
|
public virtual void OnPaintSelectBegin()
|
|
{
|
|
mode.PaintSelectType = this.GetType().BaseType; // using BaseType so that both floor and ceiling can be selected in one go
|
|
|
|
// toggle selected state
|
|
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
|
|
{
|
|
if (!selected)
|
|
{
|
|
selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
}
|
|
else if (General.Interface.CtrlState)
|
|
{
|
|
if (selected)
|
|
{
|
|
selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (selected)
|
|
mode.RemoveSelectedObject(this);
|
|
else
|
|
mode.AddSelectedObject(this);
|
|
|
|
selected = !selected;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|