UltimateZoneBuilder/Source/Editing/VisualMode.cs

262 lines
6.2 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
/// <summary>
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
/// </summary>
public abstract class VisualMode : EditMode
{
#region ================== Constants
private const float ANGLE_FROM_MOUSE = 0.0001f;
private const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
private const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
private const float CAMERA_SPEED = 6f;
#endregion
#region ================== Variables
// 3D Mode thing
protected Thing modething;
// Graphics
protected IRenderer3D renderer;
private Renderer3D renderer3d;
// Camera
private Vector3D campos;
private Vector3D camtarget;
private float camanglexy, camanglez;
// Input
private bool keyforward;
private bool keybackward;
private bool keyleft;
private bool keyright;
#endregion
#region ================== Properties
public Vector3D CameraPosition { get { return campos; } set { campos = value; } }
public Vector3D CameraTarget { get { return camtarget; } }
#endregion
#region ================== Constructor / Disposer
/// <summary>
/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
/// </summary>
public VisualMode()
{
// Initialize
this.renderer = General.Map.Renderer3D;
this.renderer3d = (Renderer3D)General.Map.Renderer3D;
this.campos = new Vector3D(0.0f, 0.0f, 96.0f);
this.camanglez = Angle2D.PI;
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Start / Stop
// Mode is engaged
public override void OnEngage()
{
base.OnEngage();
// Find a 3D Mode thing
foreach(Thing t in General.Map.Map.Things)
if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
// Found one?
if(modething != null)
{
// Position camera here
modething.DetermineSector();
campos = modething.Position + new Vector3D(0.0f, 0.0f, 96.0f);
camanglexy = modething.Angle + Angle2D.PI;
camanglez = Angle2D.PI;
}
// Start special input mode
General.Interface.SetProcessorState(true);
General.Interface.StartExclusiveMouseInput();
}
// Mode is disengaged
public override void OnDisengage()
{
base.OnDisengage();
// Do we have a 3D Mode thing?
if(modething != null)
{
// Position the thing to match camera
modething.Move((int)campos.x, (int)campos.y, 0);
modething.Rotate(camanglexy - Angle2D.PI);
}
// Stop special input mode
General.Interface.SetProcessorState(false);
General.Interface.StopExclusiveMouseInput();
}
#endregion
#region ================== Input
// Mouse input
public override void OnMouseInput(Vector2D delta)
{
base.OnMouseInput(delta);
// Change camera angles with the mouse changes
camanglexy -= delta.x * ANGLE_FROM_MOUSE;
camanglez += delta.y * ANGLE_FROM_MOUSE;
// Normalize angles
camanglexy = Angle2D.Normalized(camanglexy);
camanglez = Angle2D.Normalized(camanglez);
// Limit vertical angle
if(camanglez < MAX_ANGLEZ_LOW) camanglez = MAX_ANGLEZ_LOW;
if(camanglez > MAX_ANGLEZ_HIGH) camanglez = MAX_ANGLEZ_HIGH;
General.MainWindow.UpdateCoordinates(new Vector2D(camanglexy, camanglez));
}
[BeginAction("moveforward", BaseAction = true)]
public virtual void BeginMoveForward()
{
keyforward = true;
}
[EndAction("moveforward", BaseAction = true)]
public virtual void EndMoveForward()
{
keyforward = false;
}
[BeginAction("movebackward", BaseAction = true)]
public virtual void BeginMoveBackward()
{
keybackward = true;
}
[EndAction("movebackward", BaseAction = true)]
public virtual void EndMoveBackward()
{
keybackward = false;
}
[BeginAction("moveleft", BaseAction = true)]
public virtual void BeginMoveLeft()
{
keyleft = true;
}
[EndAction("moveleft", BaseAction = true)]
public virtual void EndMoveLeft()
{
keyleft = false;
}
[BeginAction("moveright", BaseAction = true)]
public virtual void BeginMoveRight()
{
keyright = true;
}
[EndAction("moveright", BaseAction = true)]
public virtual void EndMoveRight()
{
keyright = false;
}
#endregion
#region ================== Processing
// Processing
public override void OnProcess()
{
Vector3D camvec;
Vector3D camvecstrafe;
base.OnProcess();
// Calculate camera direction vectors
camvec = Vector3D.FromAngleXYZ(camanglexy, camanglez);
camvecstrafe = Vector3D.FromAngleXY(camanglexy + Angle2D.PIHALF);
// Move the camera
if(keyforward) campos += camvec * CAMERA_SPEED;
if(keybackward) campos -= camvec * CAMERA_SPEED;
if(keyleft) campos -= camvecstrafe * CAMERA_SPEED;
if(keyright) campos += camvecstrafe * CAMERA_SPEED;
// Target the camera
camtarget = campos + camvec;
// Apply new camera matrices
renderer.PositionAndLookAt(campos, camtarget);
// Now redraw
General.Interface.RedrawDisplay();
}
#endregion
}
}