mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-15 14:41:14 +00:00
0b4b781980
This is an attempt to fix #474
941 lines
32 KiB
C#
Executable file
941 lines
32 KiB
C#
Executable file
|
|
#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.Generic;
|
|
using CodeImp.DoomBuilder.Config;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using Plane = CodeImp.DoomBuilder.Geometry.Plane;
|
|
using CodeImp.DoomBuilder.GZBuilder;
|
|
using CodeImp.DoomBuilder.GZBuilder.MD3;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.VisualModes
|
|
{
|
|
public abstract class VisualThing : IVisualPickable, IRenderResource, IDisposable
|
|
{
|
|
#region ================== Constants
|
|
|
|
protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
|
|
private const float DYNLIGHT_INTENSITY_SCALER = 255.0f;
|
|
private const float SUBLIGHT_INTENSITY_SCALER = 255.0f * 1.5f; // Scaler for subtractive dynamic lights
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Thing
|
|
private readonly Thing thing;
|
|
|
|
//mxd. Info
|
|
protected ThingTypeInfo info;
|
|
|
|
// Textures
|
|
protected ImageData[] textures;
|
|
|
|
// Geometry
|
|
private WorldVertex[][] vertices;
|
|
private VertexBuffer[] geobuffers;
|
|
private VertexBuffer cagebuffer; //mxd
|
|
private int cagelength; //mxd
|
|
private bool updategeo;
|
|
private bool updatecage; //mxd
|
|
private int[] triangles;
|
|
private int spriteframe; //mxd
|
|
|
|
// Rendering
|
|
private RenderPass renderpass;
|
|
private Matrix position;
|
|
private int cameradistance;
|
|
private Color4 cagecolor;
|
|
protected bool sizeless; //mxd. Used to render visual things with 0 width and height
|
|
protected float fogfactor; //mxd
|
|
|
|
// Selected?
|
|
protected bool selected;
|
|
|
|
// Disposing
|
|
private bool isdisposed;
|
|
|
|
//mxd
|
|
protected float thingheight;
|
|
|
|
//mxd. light properties
|
|
private GZGeneral.LightData lightType;
|
|
private Color4 lightColor;
|
|
private float lightRadius; //current radius. used in light animation
|
|
private float lightSpotRadius1;
|
|
private float lightSpotRadius2;
|
|
private float lightPrimaryRadius;
|
|
private float lightSecondaryRadius;
|
|
private Vector3f position_v3;
|
|
private float lightDelta; //used in light animation
|
|
private Vector3D[] boundingBox;
|
|
|
|
//gldefs light
|
|
private Vector3f lightOffset;
|
|
private int lightInterval;
|
|
private bool isGldefsLight;
|
|
|
|
// [ZZ]
|
|
protected PixelColor stencilColor;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
internal VertexBuffer GeometryBuffer { get {
|
|
if (geobuffers != null)
|
|
{
|
|
return geobuffers[spriteframe];
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
internal VertexBuffer CageBuffer { get { return cagebuffer; } } //mxd
|
|
internal int CageLength { get { return cagelength; } } //mxd
|
|
internal bool NeedsUpdateGeo { get { return updategeo; } }
|
|
internal int Triangles { get { return triangles[spriteframe]; } }
|
|
internal Matrix Position { get { return position; } }
|
|
internal Color4 CageColor { get { return cagecolor; } }
|
|
public ThingTypeInfo Info { get { return info; } } //mxd
|
|
|
|
//mxd
|
|
internal int VertexColor { get { return vertices.Length > 0 && vertices[0].Length > 0 ? vertices[0][0].c : 0; } }
|
|
public int CameraDistance { get { return cameradistance; } }
|
|
public float FogFactor { get { return fogfactor; } }
|
|
public Vector3f Center
|
|
{
|
|
get
|
|
{
|
|
if (isGldefsLight) return position_v3 + lightOffset;
|
|
else if (Thing.DynamicLightType != null) return position_v3; // fixes GZDoomBuilder-Bugfix#137
|
|
return new Vector3f(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
|
|
}
|
|
}
|
|
public Vector3D CenterV3D { get { return RenderDevice.V3D(Center); } }
|
|
public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
|
|
public Vector3f PositionV3 { get { return position_v3; } }
|
|
public Vector3D[] BoundingBox { get { return boundingBox; } }
|
|
|
|
//mxd. light properties
|
|
public GZGeneral.LightData LightType { get { return lightType; } }
|
|
public float LightRadius { get { return lightRadius; } }
|
|
public float LightSpotRadius1 { get { return lightSpotRadius1; } }
|
|
public float LightSpotRadius2 { get { return lightSpotRadius2; } }
|
|
public Color4 LightColor { get { return lightColor; } }
|
|
|
|
// [ZZ]
|
|
public PixelColor StencilColor { get { return stencilColor; } }
|
|
|
|
// [ZZ] this is used for spotlights
|
|
public Vector3f VectorLookAt
|
|
{
|
|
get
|
|
{
|
|
// this esoteric value (1.5708) is 90 degrees but in radians
|
|
return new Vector3f((float)(Math.Cos(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)(Math.Sin(Thing.Angle+1.5708) * Math.Cos(Angle2D.DegToRad(Thing.Pitch))), (float)Math.Sin(Angle2D.DegToRad(Thing.Pitch)));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the Thing that this VisualThing is created for.
|
|
/// </summary>
|
|
public Thing Thing { get { return thing; } }
|
|
|
|
/// <summary>
|
|
/// Render pass in which this geometry must be rendered. Default is Mask.
|
|
/// </summary>
|
|
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
|
|
|
|
/// <summary>
|
|
/// Image to use as texture on the geometry.
|
|
/// </summary>
|
|
public ImageData Texture { get { return textures[spriteframe]; } }
|
|
|
|
/// <summary>
|
|
/// Disposed or not?
|
|
/// </summary>
|
|
public bool IsDisposed { get { return isdisposed; } }
|
|
|
|
/// <summary>
|
|
/// Selected or not? This is only used by the core to determine what color to draw it with.
|
|
/// </summary>
|
|
public bool Selected { get { return selected; } set { selected = value; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
protected VisualThing(Thing t)
|
|
{
|
|
// Initialize
|
|
this.thing = t;
|
|
this.renderpass = RenderPass.Mask;
|
|
this.position = Matrix.Identity;
|
|
|
|
//mxd
|
|
lightType = null;
|
|
lightPrimaryRadius = -1;
|
|
lightSecondaryRadius = -1;
|
|
lightInterval = -1;
|
|
lightColor = new Color4();
|
|
boundingBox = new Vector3D[9];
|
|
|
|
// Register as resource
|
|
General.Map.Graphics.RegisterResource(this);
|
|
}
|
|
|
|
// Disposer
|
|
public virtual void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
if(geobuffers != null) //mxd
|
|
{
|
|
foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
|
|
geobuffers = null;
|
|
}
|
|
|
|
if(cagebuffer != null) cagebuffer.Dispose(); //mxd
|
|
cagebuffer = null; //mxd
|
|
|
|
// Unregister resource
|
|
General.Map.Graphics.UnregisterResource(this);
|
|
|
|
// Done
|
|
isdisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
//mxd
|
|
internal void CalculateCameraDistance(Vector3D campos)
|
|
{
|
|
cameradistance = (int)((CenterV3D - campos).GetLengthSq());
|
|
}
|
|
|
|
// This is called before a device is reset (when resized or display adapter was changed)
|
|
public void UnloadResource()
|
|
{
|
|
// Trash geometry buffers
|
|
if(geobuffers != null) //mxd
|
|
{
|
|
foreach(VertexBuffer buffer in geobuffers) buffer.Dispose();
|
|
geobuffers = null;
|
|
}
|
|
|
|
if(cagebuffer != null) cagebuffer.Dispose(); //mxd
|
|
cagebuffer = null; //mxd
|
|
updategeo = true;
|
|
updatecage = true; //mxd
|
|
}
|
|
|
|
// This is called resets when the device is reset
|
|
// (when resized or display adapter was changed)
|
|
public void ReloadResource()
|
|
{
|
|
// Make new geometry
|
|
//Update();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the color of the cage around the thing geometry and rebuilds the thing cage.
|
|
/// </summary>
|
|
protected void SetCageColor(PixelColor color)
|
|
{
|
|
cagecolor = color.ToColorValue();
|
|
updatecage = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This sets the position to use for the thing geometry.
|
|
/// </summary>
|
|
public void SetPosition(Vector3D pos)
|
|
{
|
|
position_v3 = RenderDevice.V3(pos); //mxd
|
|
position = Matrix.Translation(position_v3);
|
|
updategeo = true;
|
|
updatecage = true; //mxd
|
|
|
|
//mxd. update bounding box?
|
|
if (lightType != null && lightRadius > thing.Size)
|
|
{
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
}
|
|
|
|
// This sets the vertices for the thing sprite
|
|
protected void SetVertices(WorldVertex[][] verts, Vector2D[] offsets/*, Plane floor, Plane ceiling*/)
|
|
{
|
|
// Copy vertices
|
|
vertices = new WorldVertex[verts.Length][];
|
|
triangles = new int[verts.Length];
|
|
|
|
//mxd
|
|
for(int i = 0; i < verts.Length; i++)
|
|
{
|
|
vertices[i] = new WorldVertex[verts[i].Length];
|
|
verts[i].CopyTo(vertices[i], 0);
|
|
triangles[i] = vertices[i].Length / 3;
|
|
}
|
|
|
|
updategeo = true;
|
|
|
|
//mxd. Do some special GZDoom rendering shenanigans...
|
|
for(int c = 0; c < vertices.Length; c++)
|
|
{
|
|
if(triangles[c] < 2) continue;
|
|
|
|
Matrix transform, rotation;
|
|
double centerx, centerz;
|
|
|
|
// ROLLCENTER flag support
|
|
if(info.RollSprite && info.RollCenter && thing.Roll != 0)
|
|
{
|
|
// Rotate around sprite center
|
|
centerx = offsets[c].x;
|
|
centerz = vertices[c][1].z * 0.5f - offsets[c].y;
|
|
}
|
|
else
|
|
{
|
|
// Sprite center is already where it needs to be
|
|
centerx = 0f;
|
|
centerz = 0f;
|
|
}
|
|
|
|
switch(thing.RenderMode)
|
|
{
|
|
// Don't do anything
|
|
case ThingRenderMode.MODEL: break;
|
|
case ThingRenderMode.VOXEL: break;
|
|
|
|
// Actor becomes a flat sprite which can be tilted with the use of the Pitch actor property.
|
|
case ThingRenderMode.FLATSPRITE:
|
|
transform = Matrix.Scaling((float)thing.ScaleX, (float)thing.ScaleX, (float)thing.ScaleY);
|
|
|
|
// Apply roll?
|
|
if(thing.Roll != 0)
|
|
{
|
|
if(info.RollCenter)
|
|
{
|
|
rotation = Matrix.RotationY((float)-thing.RollRad);
|
|
transform *= Matrix.Translation((float)-centerx, (float)-centerx, (float)-centerz) * rotation * Matrix.Translation((float)centerx, (float)centerx, (float)centerz);
|
|
}
|
|
else
|
|
{
|
|
// Sprite center is already where it needs to be
|
|
transform *= Matrix.RotationY((float)-thing.RollRad);
|
|
}
|
|
}
|
|
|
|
// Apply pitch
|
|
transform *= Matrix.RotationX((float)(thing.PitchRad + Angle2D.PIHALF));
|
|
|
|
// Apply angle
|
|
transform *= Matrix.RotationZ((float)thing.Angle);
|
|
|
|
// Apply transform
|
|
float zoffset = ((thing.Pitch == 0f && thing.Position.z == 0f) ? 0.1f : 0f); // Slight offset to avoid z-fighting...
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
{
|
|
Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
|
vertices[c][i].x = transformed.X;
|
|
vertices[c][i].y = transformed.Y;
|
|
vertices[c][i].z = transformed.Z + zoffset;
|
|
}
|
|
break;
|
|
|
|
// Similar to FLATSPRITE but is not affected by pitch.
|
|
case ThingRenderMode.WALLSPRITE:
|
|
transform = Matrix.Scaling((float)thing.ScaleX, (float)thing.ScaleX, (float)thing.ScaleY);
|
|
|
|
// Apply roll?
|
|
if(thing.Roll != 0)
|
|
{
|
|
rotation = Matrix.RotationY((float)-thing.RollRad) * Matrix.RotationZ((float)thing.Angle);
|
|
if(info.RollCenter)
|
|
transform *= Matrix.Translation((float)-centerx, (float)-centerx, (float)-centerz) * rotation * Matrix.Translation((float)centerx, (float)centerx, (float)centerz);
|
|
else
|
|
transform *= rotation; // Sprite center is already where it needs to be
|
|
}
|
|
else
|
|
{
|
|
transform *= Matrix.RotationZ((float)thing.Angle);
|
|
}
|
|
|
|
// Apply transform
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
{
|
|
Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
|
vertices[c][i].x = transformed.X;
|
|
vertices[c][i].y = transformed.Y;
|
|
vertices[c][i].z = transformed.Z;
|
|
}
|
|
break;
|
|
|
|
#region Some old GLOOME FLOOR_SPRITE/CEILING_SPRITE support code
|
|
/*case Thing.SpriteRenderMode.FLOOR_SPRITE:
|
|
Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
|
|
* Matrix.RotationY(Thing.Angle)
|
|
* Matrix.RotationX(Angle2D.PIHALF);
|
|
|
|
m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz);
|
|
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
{
|
|
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
|
|
vertices[c][i].x = transformed.X;
|
|
vertices[c][i].y = transformed.Y;
|
|
vertices[c][i].z = transformed.Z;
|
|
}
|
|
|
|
// TODO: this won't work on things with AbsoluteZ flag
|
|
// TODO: +ROLLSPRITE implies +STICKTOPLANE?
|
|
if(info.StickToPlane || info.RollSprite)
|
|
{
|
|
// Calculate vertical offset
|
|
float floorz = floor.GetZ(Thing.Position);
|
|
float ceilz = ceiling.GetZ(Thing.Position);
|
|
|
|
if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
|
|
{
|
|
float voffset;
|
|
if(info.Hangs)
|
|
{
|
|
float thingz = ceilz - Thing.Position.z + Thing.Height;
|
|
voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz);
|
|
}
|
|
else
|
|
{
|
|
voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
|
|
}
|
|
|
|
// Apply it
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
vertices[c][i].z = floor.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Thing.SpriteRenderMode.CEILING_SPRITE:
|
|
Matrix ceilrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
|
|
* Matrix.RotationY(Thing.Angle)
|
|
* Matrix.RotationX(Angle2D.PIHALF);
|
|
|
|
m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz);
|
|
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
{
|
|
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
|
|
vertices[c][i].x = transformed.X;
|
|
vertices[c][i].y = transformed.Y;
|
|
vertices[c][i].z = transformed.Z;
|
|
}
|
|
|
|
// TODO: this won't work on things with AbsoluteZ flag
|
|
// TODO: +ROLLSPRITE implies +STICKTOPLANE?
|
|
if(info.StickToPlane || info.RollSprite)
|
|
{
|
|
// Calculate vertical offset
|
|
float floorz = floor.GetZ(Thing.Position);
|
|
float ceilz = ceiling.GetZ(Thing.Position);
|
|
|
|
if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
|
|
{
|
|
float voffset;
|
|
if(info.Hangs)
|
|
{
|
|
float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height;
|
|
voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz);
|
|
}
|
|
else
|
|
{
|
|
voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
|
|
}
|
|
|
|
// Apply it
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
vertices[c][i].z = ceiling.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
|
|
}
|
|
}
|
|
break;*/
|
|
#endregion
|
|
|
|
case ThingRenderMode.NORMAL:
|
|
transform = Matrix.Scaling((float)thing.ScaleX, (float)thing.ScaleX, (float)thing.ScaleY);
|
|
|
|
// Apply roll?
|
|
if(info.RollSprite && thing.Roll != 0)
|
|
{
|
|
rotation = Matrix.RotationY((float)-thing.RollRad);
|
|
if(info.RollCenter)
|
|
transform *= Matrix.Translation((float)-centerx, (float)-centerx, (float)-centerz) * rotation * Matrix.Translation((float)centerx, (float)centerx, (float)centerz);
|
|
else
|
|
transform *= rotation; // Sprite center is already where it needs to be
|
|
}
|
|
|
|
// Apply transform
|
|
for(int i = 0; i < vertices[c].Length; i++)
|
|
{
|
|
Vector4f transformed = Vector3f.Transform(new Vector3f(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
|
vertices[c][i].x = transformed.X;
|
|
vertices[c][i].y = transformed.Y;
|
|
vertices[c][i].z = transformed.Z;
|
|
}
|
|
break;
|
|
|
|
default: throw new NotImplementedException("Unknown ThingRenderMode");
|
|
}
|
|
}
|
|
}
|
|
|
|
// This updates the visual thing
|
|
public virtual void Update()
|
|
{
|
|
RenderDevice graphics = General.Map.Graphics;
|
|
|
|
// Do we need to update the geometry buffer?
|
|
if(updategeo)
|
|
{
|
|
//mxd. Trash geometry buffers
|
|
if(geobuffers != null)
|
|
foreach(VertexBuffer geobuffer in geobuffers) geobuffer.Dispose();
|
|
|
|
// Any vertics?
|
|
if(vertices.Length > 0)
|
|
{
|
|
geobuffers = new VertexBuffer[vertices.Length];
|
|
for(int i = 0; i < vertices.Length; i++)
|
|
{
|
|
// Make a new buffer
|
|
geobuffers[i] = new VertexBuffer();
|
|
|
|
// Fill the buffer
|
|
graphics.SetBufferData(geobuffers[i], vertices[i]);
|
|
}
|
|
}
|
|
|
|
//mxd. Check if thing is light
|
|
CheckLightState();
|
|
|
|
// Done
|
|
updategeo = false;
|
|
}
|
|
|
|
//mxd. Need to update thing cage?
|
|
if(updatecage)
|
|
{
|
|
// Trash cage buffer
|
|
if(cagebuffer != null) cagebuffer.Dispose();
|
|
cagebuffer = null;
|
|
|
|
// Make a new cage
|
|
List<WorldVertex> cageverts;
|
|
if(sizeless)
|
|
{
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v1 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v3 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
|
|
WorldVertex v4 = new WorldVertex(position_v3.X, position_v3.Y, thing.Size + position_v3.Z);
|
|
WorldVertex v5 = new WorldVertex(position_v3.X, position_v3.Y, -thing.Size + position_v3.Z);
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1, v2, v3, v4, v5 });
|
|
}
|
|
else
|
|
{
|
|
float top = position_v3.Z + thing.Height;
|
|
float bottom = position_v3.Z;
|
|
|
|
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v1 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
|
|
WorldVertex v3 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
|
|
|
|
WorldVertex v4 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
|
WorldVertex v5 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
WorldVertex v6 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
|
|
WorldVertex v7 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
|
|
|
|
cageverts = new List<WorldVertex>(new[] { v0, v1,
|
|
v1, v2,
|
|
v2, v3,
|
|
v3, v0,
|
|
v4, v5,
|
|
v5, v6,
|
|
v6, v7,
|
|
v7, v4,
|
|
v0, v4,
|
|
v1, v5,
|
|
v2, v6,
|
|
v3, v7 });
|
|
}
|
|
|
|
// Make new arrow
|
|
if(Thing.IsDirectional)
|
|
{
|
|
Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
|
|
* (Matrix.RotationY((float)-Thing.RollRad) * Matrix.RotationX((float)-Thing.PitchRad) * Matrix.RotationZ((float)Thing.Angle))
|
|
* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
|
|
|
|
WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
|
|
WorldVertex a1 = new WorldVertex(Vector3D.Transform(0.0f, -1.5f, 0.0f, transform)); //end
|
|
WorldVertex a2 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, 0.2f, transform));
|
|
WorldVertex a3 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, 0.2f, transform));
|
|
WorldVertex a4 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, -0.2f, transform));
|
|
WorldVertex a5 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, -0.2f, transform));
|
|
|
|
cageverts.AddRange(new[] { a0, a1,
|
|
a1, a2,
|
|
a1, a3,
|
|
a1, a4,
|
|
a1, a5 });
|
|
}
|
|
|
|
// Create buffer
|
|
WorldVertex[] cv = cageverts.ToArray();
|
|
cagelength = cv.Length / 2;
|
|
cagebuffer = new VertexBuffer();
|
|
graphics.SetBufferData(cagebuffer, cv);
|
|
|
|
// Done
|
|
updatecage = false;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
protected void CheckLightState()
|
|
{
|
|
//mxd. Check if thing is light
|
|
if (thing.DynamicLightType != null)
|
|
{
|
|
isGldefsLight = false;
|
|
lightInterval = -1;
|
|
UpdateLight();
|
|
}
|
|
//check if we have light from GLDEFS
|
|
else if(General.Map.Data.GldefsEntries.ContainsKey(thing.Type))
|
|
{
|
|
isGldefsLight = true;
|
|
UpdateGldefsLight();
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
else
|
|
{
|
|
UpdateBoundingBox((int)thing.Size, thingheight);
|
|
|
|
lightType = null;
|
|
lightRadius = -1;
|
|
lightSpotRadius1 = lightSpotRadius2 = -1;
|
|
lightPrimaryRadius = -1;
|
|
lightSecondaryRadius = -1;
|
|
lightInterval = -1;
|
|
isGldefsLight = false;
|
|
}
|
|
}
|
|
|
|
//mxd. Update light info
|
|
public void UpdateLight()
|
|
{
|
|
lightType = thing.DynamicLightType;
|
|
if (lightType == null)
|
|
return;
|
|
GZGeneral.LightData ld = lightType;
|
|
if (ld.LightDef != GZGeneral.LightDef.VAVOOM_GENERIC &&
|
|
ld.LightDef != GZGeneral.LightDef.VAVOOM_COLORED) //if it's gzdoom light
|
|
{
|
|
if (ld.LightType == GZGeneral.LightType.POINT)
|
|
{
|
|
if (ld.LightDef != GZGeneral.LightDef.POINT_SUBTRACTIVE) // normal, additive, attenuated
|
|
{
|
|
//lightColor.Alpha used in shader to perform some calculations based on light type
|
|
lightColor = new Color4(
|
|
thing.Args[0] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER,
|
|
(float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
else // negative
|
|
{
|
|
lightColor = new Color4(
|
|
thing.Args[0] / SUBLIGHT_INTENSITY_SCALER,
|
|
thing.Args[1] / SUBLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / SUBLIGHT_INTENSITY_SCALER,
|
|
(float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int c1, c2, c3;
|
|
if (thing.Fields.ContainsKey("arg0str"))
|
|
{
|
|
PixelColor pc;
|
|
ZDoom.ZDTextParser.GetColorFromString(thing.Fields["arg0str"].Value.ToString(), out pc);
|
|
c1 = pc.r;
|
|
c2 = pc.g;
|
|
c3 = pc.b;
|
|
}
|
|
else
|
|
{
|
|
c1 = (thing.Args[0] & 0xFF0000) >> 16;
|
|
c2 = (thing.Args[0] & 0x00FF00) >> 8;
|
|
c3 = (thing.Args[0] & 0x0000FF);
|
|
}
|
|
|
|
if (ld.LightDef != GZGeneral.LightDef.SPOT_SUBTRACTIVE)
|
|
{
|
|
lightColor = new Color4(
|
|
c1 / DYNLIGHT_INTENSITY_SCALER,
|
|
c2 / DYNLIGHT_INTENSITY_SCALER,
|
|
c3 / DYNLIGHT_INTENSITY_SCALER,
|
|
(float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
else
|
|
{
|
|
lightColor = new Color4(
|
|
c1 / SUBLIGHT_INTENSITY_SCALER,
|
|
c2 / SUBLIGHT_INTENSITY_SCALER,
|
|
c3 / SUBLIGHT_INTENSITY_SCALER,
|
|
(float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
}
|
|
|
|
if(lightType.LightModifier == GZGeneral.LightModifier.SECTOR)
|
|
{
|
|
int scaler = 1;
|
|
if(thing.Sector != null) scaler = thing.Sector.Brightness / 4;
|
|
lightPrimaryRadius = (thing.Args[3] * scaler);
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = (thing.Args[3] * 2); //works... that.. way in GZDoom
|
|
if (lightType.LightAnimated)
|
|
lightSecondaryRadius = (thing.Args[4] * 2);
|
|
}
|
|
|
|
if (lightType.LightType == GZGeneral.LightType.SPOT)
|
|
{
|
|
lightSpotRadius1 = (thing.Args[1]);
|
|
lightSpotRadius2 = (thing.Args[2]);
|
|
}
|
|
}
|
|
else //it's one of vavoom lights
|
|
{
|
|
if(lightType.LightDef == GZGeneral.LightDef.VAVOOM_COLORED)
|
|
{
|
|
lightColor = new Color4(
|
|
thing.Args[1] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[2] / DYNLIGHT_INTENSITY_SCALER,
|
|
thing.Args[3] / DYNLIGHT_INTENSITY_SCALER,
|
|
(float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
else
|
|
{
|
|
lightColor = new Color4(0.5f, 0.5f, 0.5f, (float)ld.LightRenderStyle / 100.0f);
|
|
}
|
|
|
|
lightPrimaryRadius = (thing.Args[0] * 8);
|
|
}
|
|
|
|
UpdateLightRadius();
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateGldefsLight()
|
|
{
|
|
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
|
|
GZGeneral.LightData ld = light.Type;
|
|
|
|
//apply settings
|
|
lightColor = new Color4(light.Color.Red, light.Color.Green, light.Color.Blue, (float)ld.LightRenderStyle / 100.0f);
|
|
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
|
|
lightOffset = new Vector3f((float)o.x, (float)o.y, light.Offset.Z);
|
|
lightType = light.Type;
|
|
|
|
if(ld.LightModifier == GZGeneral.LightModifier.SECTOR)
|
|
{
|
|
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5.0f;
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = light.PrimaryRadius;
|
|
lightSecondaryRadius = light.SecondaryRadius;
|
|
}
|
|
|
|
lightInterval = light.Interval;
|
|
UpdateLightRadius(lightInterval);
|
|
}
|
|
|
|
//mxd
|
|
public void UpdateLightRadius()
|
|
{
|
|
UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateLightRadius(int interval)
|
|
{
|
|
if(lightType == null) return;
|
|
|
|
if(General.Settings.GZDrawLightsMode == LightRenderMode.ALL || !lightType.LightAnimated)
|
|
{
|
|
lightRadius = lightPrimaryRadius;
|
|
return;
|
|
}
|
|
|
|
if(interval == 0)
|
|
{
|
|
lightRadius = 0;
|
|
return;
|
|
}
|
|
|
|
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
|
|
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
|
|
float diff = rMax - rMin;
|
|
|
|
switch(lightType.LightModifier)
|
|
{
|
|
case GZGeneral.LightModifier.PULSE:
|
|
lightDelta = ((float)Math.Sin(Clock.CurrentTime / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
|
|
lightRadius = rMin + diff * lightDelta;
|
|
break;
|
|
|
|
case GZGeneral.LightModifier.FLICKER:
|
|
float fdelta = (float)Math.Sin(Clock.CurrentTime / 0.1f); //just playing by the eye here...
|
|
if(Math.Sign(fdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightDelta = fdelta;
|
|
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
|
|
}
|
|
break;
|
|
|
|
case GZGeneral.LightModifier.FLICKERRANDOM:
|
|
float rdelta = (float)Math.Sin(Clock.CurrentTime / (interval * 9.0f)); //just playing by the eye here...
|
|
if(Math.Sign(rdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
|
|
}
|
|
lightDelta = rdelta;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//mxd. update bounding box
|
|
public void UpdateBoundingBox()
|
|
{
|
|
if(lightType != null && lightRadius > thing.Size)
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
|
|
private void UpdateBoundingBox(float width, float height)
|
|
{
|
|
boundingBox = new Vector3D[9];
|
|
boundingBox[0] = CenterV3D;
|
|
|
|
if (Thing.RenderMode != ThingRenderMode.MODEL && Thing.RenderMode != ThingRenderMode.VOXEL)
|
|
{
|
|
|
|
float h2 = height / 2.0f;
|
|
|
|
boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
|
|
boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
|
|
|
|
boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
|
|
boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
GZModel model = General.Map?.Data?.ModeldefEntries[Thing.Type]?.Model;
|
|
|
|
if (model != null)
|
|
{
|
|
|
|
Vector3D offs = new Vector3D(position_v3.X, position_v3.Y, position_v3.Z);
|
|
|
|
boundingBox[5] = new Vector3D(model.BBox.MinX, model.BBox.MinY, model.BBox.MaxZ) + offs;
|
|
boundingBox[6] = new Vector3D(model.BBox.MaxX, model.BBox.MinY, model.BBox.MaxZ) + offs;
|
|
boundingBox[7] = new Vector3D(model.BBox.MinX, model.BBox.MaxY, model.BBox.MaxZ) + offs;
|
|
boundingBox[8] = new Vector3D(model.BBox.MaxX, model.BBox.MaxY, model.BBox.MaxZ) + offs;
|
|
|
|
boundingBox[1] = new Vector3D(model.BBox.MinX, model.BBox.MinY, model.BBox.MinZ) + offs;
|
|
boundingBox[2] = new Vector3D(model.BBox.MaxX, model.BBox.MinY, model.BBox.MinZ) + offs;
|
|
boundingBox[3] = new Vector3D(model.BBox.MinX, model.BBox.MaxY, model.BBox.MinZ) + offs;
|
|
boundingBox[4] = new Vector3D(model.BBox.MaxX, model.BBox.MaxY, model.BBox.MinZ) + offs;
|
|
|
|
boundingBox[0] = new Vector3D(0.5f * (model.BBox.MinX + model.BBox.MaxX),
|
|
0.5f * (model.BBox.MinY + model.BBox.MaxY),
|
|
0.5f * (model.BBox.MinZ + model.BBox.MaxZ)) + offs;
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//mxd. This updates the sprite frame to be rendered
|
|
internal void UpdateSpriteFrame()
|
|
{
|
|
if(textures.Length != 8)
|
|
spriteframe = 0;
|
|
else
|
|
spriteframe = (General.ClampAngle((int)Angle2D.RadToDeg((General.Map.VisualCamera.Position - thing.Position).GetAngleXY()) - thing.AngleDoom + 292)) / 45; // Convert to [0..7] range; 292 == 270 + 45/2
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should reject
|
|
/// as fast as possible to rule out all geometry that certainly does not touch the line.
|
|
/// </summary>
|
|
public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the thing must be tested for line intersection. This should perform
|
|
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
|
|
/// </summary>
|
|
public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|
|
|