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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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810 lines
22 KiB
C#
810 lines
22 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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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.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using SlimDX;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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/// <summary>
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/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
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/// </summary>
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public abstract class VisualMode : EditMode
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{
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#region ================== Constants
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private const double MOVE_SPEED_MULTIPLIER = 0.001d;
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#endregion
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#region ================== Variables
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// 3D Mode thing
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protected Thing modething;
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// Graphics
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protected IRenderer3D renderer;
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private Renderer3D renderer3d;
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// Options
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private bool processgeometry;
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private bool processthings;
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// Input
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private bool keyforward;
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private bool keybackward;
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private bool keyleft;
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private bool keyright;
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private bool doublespeed;
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// Map
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protected VisualBlockMap blockmap;
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protected Dictionary<Thing, VisualThing> allthings;
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protected Dictionary<Sector, VisualSector> allsectors;
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protected List<VisualBlockEntry> visibleblocks;
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protected List<VisualThing> visiblethings;
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protected Dictionary<Sector, VisualSector> visiblesectors;
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protected List<VisualGeometry> visiblegeometry;
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#endregion
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#region ================== Properties
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public bool ProcessGeometry { get { return processgeometry; } set { processgeometry = value; } }
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public bool ProcessThings { get { return processthings; } set { processthings = value; } }
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public VisualBlockMap BlockMap { get { return blockmap; } }
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
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/// </summary>
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public VisualMode()
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{
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// Initialize
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this.renderer = General.Map.Renderer3D;
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this.renderer3d = (Renderer3D)General.Map.Renderer3D;
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this.blockmap = new VisualBlockMap();
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this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
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this.allthings = new Dictionary<Thing,VisualThing>(General.Map.Map.Things.Count);
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this.visibleblocks = new List<VisualBlockEntry>();
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this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
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this.visiblegeometry = new List<VisualGeometry>(200);
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this.visiblethings = new List<VisualThing>(100);
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this.processgeometry = true;
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this.processthings = true;
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
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blockmap.Dispose();
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visiblesectors = null;
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visiblegeometry = null;
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visibleblocks = null;
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visiblethings = null;
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allsectors = null;
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allthings = null;
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blockmap = null;
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Start / Stop
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// Mode is engaged
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public override void OnEngage()
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{
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base.OnEngage();
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General.Map.VisualCamera.PositionAtThing();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Fill the blockmap
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FillBlockMap();
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// Start special input mode
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General.Interface.EnableProcessing();
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General.Interface.StartExclusiveMouseInput();
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}
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// Mode is disengaged
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Dispose
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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vs.Value.Dispose();
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// Dispose
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foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
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vt.Value.Dispose();
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// Apply camera position to thing
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General.Map.VisualCamera.ApplyToThing();
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// Do not leave the sector on the camera
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General.Map.VisualCamera.Sector = null;
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// Stop special input mode
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General.Interface.DisableProcessing();
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General.Interface.StopExclusiveMouseInput();
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}
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#endregion
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#region ================== Events
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public override bool OnUndoBegin()
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{
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renderer.SetCrosshairBusy(true);
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General.Interface.RedrawDisplay();
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return base.OnUndoBegin();
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}
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public override void OnUndoEnd()
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{
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base.OnUndoEnd();
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ResourcesReloadedPartial();
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renderer.SetCrosshairBusy(false);
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}
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public override bool OnRedoBegin()
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{
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renderer.SetCrosshairBusy(true);
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General.Interface.RedrawDisplay();
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return base.OnRedoBegin();
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}
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public override void OnRedoEnd()
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{
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base.OnRedoEnd();
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ResourcesReloadedPartial();
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renderer.SetCrosshairBusy(false);
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}
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public override void OnReloadResources()
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{
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base.OnReloadResources();
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ResourcesReloaded();
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}
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#endregion
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#region ================== Input
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// Mouse input
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public override void OnMouseInput(Vector2D delta)
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{
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base.OnMouseInput(delta);
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General.Map.VisualCamera.ProcessMouseInput(delta);
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}
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[BeginAction("moveforward", BaseAction = true)]
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public virtual void BeginMoveForward()
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{
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keyforward = true;
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}
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[EndAction("moveforward", BaseAction = true)]
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public virtual void EndMoveForward()
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{
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keyforward = false;
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}
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[BeginAction("movebackward", BaseAction = true)]
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public virtual void BeginMoveBackward()
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{
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keybackward = true;
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}
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[EndAction("movebackward", BaseAction = true)]
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public virtual void EndMoveBackward()
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{
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keybackward = false;
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}
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[BeginAction("moveleft", BaseAction = true)]
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public virtual void BeginMoveLeft()
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{
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keyleft = true;
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}
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[EndAction("moveleft", BaseAction = true)]
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public virtual void EndMoveLeft()
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{
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keyleft = false;
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}
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[BeginAction("moveright", BaseAction = true)]
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public virtual void BeginMoveRight()
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{
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keyright = true;
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}
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[EndAction("moveright", BaseAction = true)]
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public virtual void EndMoveRight()
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{
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keyright = false;
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}
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[BeginAction("movedoublespeed", BaseAction = true)]
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public virtual void BeginDoubleSpeed()
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{
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doublespeed = true;
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}
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[EndAction("movedoublespeed", BaseAction = true)]
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public virtual void EndDoubleSpeed()
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{
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doublespeed = false;
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}
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#endregion
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#region ================== Visibility Culling
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// This preforms visibility culling
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protected void DoCulling()
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{
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Dictionary<Linedef, Linedef> visiblelines = new Dictionary<Linedef, Linedef>(200);
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Vector2D campos2d = (Vector2D)General.Map.VisualCamera.Position;
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float viewdist = General.Settings.ViewDistance;
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// Make collections
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visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
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visiblegeometry = new List<VisualGeometry>(visiblegeometry.Capacity);
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visiblethings = new List<VisualThing>(visiblethings.Capacity);
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// Get the blocks within view range
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visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D);
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// Fill collections with geometry and things
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foreach(VisualBlockEntry block in visibleblocks)
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{
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if(processgeometry)
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{
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// Lines
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foreach(Linedef ld in block.Lines)
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{
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// Line not already processed?
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if(!visiblelines.ContainsKey(ld))
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{
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// Add line if not added yet
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visiblelines.Add(ld, ld);
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// Which side of the line is the camera on?
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if(ld.SideOfLine(campos2d) < 0)
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{
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// Do front of line
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if(ld.Front != null) ProcessSidedefCulling(ld.Front);
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}
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else
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{
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// Do back of line
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if(ld.Back != null) ProcessSidedefCulling(ld.Back);
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}
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}
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}
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}
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if(processthings)
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{
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// Things
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foreach(Thing t in block.Things)
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{
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VisualThing vt;
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if(allthings.ContainsKey(t))
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{
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vt = allthings[t];
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}
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else
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{
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// Create new visual thing
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vt = CreateVisualThing(t);
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if(vt != null) allthings.Add(t, vt);
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}
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if(vt != null)
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{
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visiblethings.Add(vt);
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}
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}
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}
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}
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if(processgeometry)
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{
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// Find camera sector
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Linedef nld = MapSet.NearestLinedef(visiblelines.Values, campos2d);
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if(nld != null)
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{
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General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
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}
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else
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{
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// Exceptional case: no lines found in any nearby blocks!
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// This could happen in the middle of an extremely large sector and in this case
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// the above code will not have found any sectors/sidedefs for rendering.
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// Here we handle this special case with brute-force. Let's find the sector
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// the camera is in by searching the entire map and render that sector only.
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nld = General.Map.Map.NearestLinedef(campos2d);
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if(nld != null)
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{
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General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
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if(General.Map.VisualCamera.Sector != null)
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{
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foreach(Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs)
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{
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float side = sd.Line.SideOfLine(campos2d);
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if(((side < 0) && sd.IsFront) ||
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((side > 0) && !sd.IsFront))
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ProcessSidedefCulling(sd);
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}
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}
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else
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{
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// Too far away from the map to see anything
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General.Map.VisualCamera.Sector = null;
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}
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}
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else
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{
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// Map is empty
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General.Map.VisualCamera.Sector = null;
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}
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}
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}
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}
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// This finds and adds visible sectors
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private void ProcessSidedefCulling(Sidedef sd)
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{
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VisualSector vs;
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// Find the visualsector and make it if needed
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if(allsectors.ContainsKey(sd.Sector))
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{
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// Take existing visualsector
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vs = allsectors[sd.Sector];
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}
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else
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{
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// Make new visualsector
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vs = CreateVisualSector(sd.Sector);
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if(vs != null) allsectors.Add(sd.Sector, vs);
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}
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if(vs != null)
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{
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// Add to visible sectors if not added yet
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if(!visiblesectors.ContainsKey(sd.Sector))
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{
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visiblesectors.Add(sd.Sector, vs);
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visiblegeometry.AddRange(vs.FixedGeometry);
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}
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// Add sidedef geometry
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visiblegeometry.AddRange(vs.GetSidedefGeometry(sd));
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}
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}
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// This returns the camera sector from linedef
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private Sector GetCameraSectorFromLinedef(Linedef ld)
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{
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if(ld.SideOfLine(General.Map.VisualCamera.Position) < 0)
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{
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if(ld.Front != null)
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return ld.Front.Sector;
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else
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return null;
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}
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else
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{
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if(ld.Back != null)
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return ld.Back.Sector;
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else
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return null;
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}
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}
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#endregion
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#region ================== Object Picking
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// This picks an object from the scene
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public VisualPickResult PickObject(Vector3D from, Vector3D to)
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{
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VisualPickResult result = new VisualPickResult();
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Line2D ray2d = new Line2D(from, to);
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Vector3D delta = to - from;
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// Setup no result
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result.picked = null;
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result.hitpos = new Vector3D();
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result.u_ray = 1.0f;
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// Find all blocks we are intersecting
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List<VisualBlockEntry> blocks = blockmap.GetLineBlocks(from, to);
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// Make collections
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Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>(blocks.Count * 10);
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Dictionary<Sector, VisualSector> sectors = new Dictionary<Sector, VisualSector>(blocks.Count * 10);
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List<IVisualPickable> pickables = new List<IVisualPickable>(blocks.Count * 10);
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// Add geometry from the camera sector
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if((General.Map.VisualCamera.Sector != null) && allsectors.ContainsKey(General.Map.VisualCamera.Sector))
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{
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VisualSector vs = allsectors[General.Map.VisualCamera.Sector];
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sectors.Add(General.Map.VisualCamera.Sector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
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// Go for all lines to see which ones we intersect
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// We will collect geometry from the sectors and sidedefs
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foreach(VisualBlockEntry b in blocks)
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{
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foreach(Linedef ld in b.Lines)
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{
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// Make sure we don't test a line twice
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if(!lines.ContainsKey(ld))
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{
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lines.Add(ld, ld);
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// Intersecting?
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float u;
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if(ld.Line.GetIntersection(ray2d, out u))
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{
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// Check on which side we are
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float side = ld.SideOfLine(ray2d.v1);
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// Calculate intersection point
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Vector3D intersect = from + delta * u;
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// We must add the sectors of both sides of the line
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// If we wouldn't, then aiming at a sector that is just within range
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// could result in an incorrect hit (because the far line of the
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// sector may not be included in this loop)
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if(ld.Front != null)
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{
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// Find the visualsector
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if(allsectors.ContainsKey(ld.Front.Sector))
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{
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VisualSector vs = allsectors[ld.Front.Sector];
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// Add sector if not already added
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if(!sectors.ContainsKey(ld.Front.Sector))
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{
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sectors.Add(ld.Front.Sector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
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// Add sidedef if on the front side
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if(side < 0.0f)
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{
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List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Front);
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foreach(VisualGeometry g in sidedefgeo)
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{
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g.SetPickResults(intersect, u);
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pickables.Add(g);
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}
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}
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}
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}
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// Add back side also
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if(ld.Back != null)
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{
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// Find the visualsector
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if(allsectors.ContainsKey(ld.Back.Sector))
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{
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VisualSector vs = allsectors[ld.Back.Sector];
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// Add sector if not already added
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if(!sectors.ContainsKey(ld.Back.Sector))
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{
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sectors.Add(ld.Back.Sector, vs);
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foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
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}
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// Add sidedef if on the front side
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if(side > 0.0f)
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{
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List<VisualGeometry> sidedefgeo = vs.GetSidedefGeometry(ld.Back);
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foreach(VisualGeometry g in sidedefgeo)
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{
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g.SetPickResults(intersect, u);
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pickables.Add(g);
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}
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}
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}
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}
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}
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}
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}
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}
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// Add all the visible things
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foreach(VisualThing vt in visiblethings)
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pickables.Add(vt);
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// Now we have a list of potential geometry that lies along the trace line.
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// We still don't know what geometry actually hits, but we ruled out that which doesn't get even close.
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// This is still too much for accurate intersection testing, so we do a fast reject pass first.
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Vector3D direction = to - from;
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direction = direction.GetNormal();
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List<IVisualPickable> potentialpicks = new List<IVisualPickable>(pickables.Count);
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foreach(IVisualPickable p in pickables)
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{
|
|
if(p.PickFastReject(from, to, direction)) potentialpicks.Add(p);
|
|
}
|
|
|
|
// Now we do an accurate intersection test for all resulting geometry
|
|
// We keep only the closest hit!
|
|
foreach(IVisualPickable p in potentialpicks)
|
|
{
|
|
float u = result.u_ray;
|
|
if(p.PickAccurate(from, to, direction, ref u))
|
|
{
|
|
// Closer than previous find?
|
|
if((u > 0.0f) && (u < result.u_ray))
|
|
{
|
|
result.u_ray = u;
|
|
result.picked = p;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup final result
|
|
result.hitpos = from + to * result.u_ray;
|
|
|
|
// Done
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Processing
|
|
|
|
/// <summary>
|
|
/// This disposes all resources. Needed geometry will be rebuild automatically.
|
|
/// </summary>
|
|
protected virtual void ResourcesReloaded()
|
|
{
|
|
// Dispose
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
vs.Value.Dispose();
|
|
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
vt.Value.Dispose();
|
|
|
|
// Clear collections
|
|
allsectors.Clear();
|
|
allthings.Clear();
|
|
visiblesectors.Clear();
|
|
visibleblocks.Clear();
|
|
visiblegeometry.Clear();
|
|
visiblethings.Clear();
|
|
|
|
// Make new blockmap
|
|
FillBlockMap();
|
|
|
|
// Visibility culling (this re-creates the needed resources)
|
|
DoCulling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This disposes orphaned resources and resources on changed geometry.
|
|
/// This usually happens when geometry is changed by undo, redo, cut or paste actions
|
|
/// and uses the marks to check what needs to be reloaded.
|
|
/// </summary>
|
|
protected virtual void ResourcesReloadedPartial()
|
|
{
|
|
Dictionary<Sector, VisualSector> newsectors = new Dictionary<Sector,VisualSector>(allsectors.Count);
|
|
int counter = 0;
|
|
|
|
// Neighbour sectors must be updated as well
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked)
|
|
{
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
if(sd.Other != null) sd.Other.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Go for all sidedefs to mark sectors that need updating
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
if(sd.Marked) sd.Sector.Marked = true;
|
|
|
|
// Go for all vertices to mark linedefs that need updating
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
{
|
|
if(v.Marked)
|
|
{
|
|
foreach(Linedef ld in v.Linedefs)
|
|
ld.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Go for all linedefs to mark sectors that need updating
|
|
foreach(Linedef ld in General.Map.Map.Linedefs)
|
|
{
|
|
if(ld.Marked)
|
|
{
|
|
if(ld.Front != null) ld.Front.Sector.Marked = true;
|
|
if(ld.Back != null) ld.Back.Sector.Marked = true;
|
|
}
|
|
}
|
|
|
|
// Dispose if source was disposed or marked
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
{
|
|
if(vs.Key.IsDisposed || vs.Key.Marked)
|
|
{
|
|
vs.Value.Dispose();
|
|
counter++;
|
|
}
|
|
else
|
|
newsectors.Add(vs.Key, vs.Value);
|
|
}
|
|
|
|
// Things depend on the sector they are in and because we can't
|
|
// easily determine which ones changed, we dispose all things
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
vt.Value.Dispose();
|
|
|
|
// Apply new lists
|
|
allsectors = newsectors;
|
|
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
|
|
|
|
// Clear visibility collections
|
|
visiblesectors.Clear();
|
|
visibleblocks.Clear();
|
|
visiblegeometry.Clear();
|
|
visiblethings.Clear();
|
|
|
|
// Make new blockmap
|
|
FillBlockMap();
|
|
|
|
// Visibility culling (this re-creates the needed resources)
|
|
DoCulling();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Implement this to create an instance of your VisualSector implementation.
|
|
/// </summary>
|
|
protected abstract VisualSector CreateVisualSector(Sector s);
|
|
|
|
/// <summary>
|
|
/// Implement this to create an instance of your VisualThing implementation.
|
|
/// </summary>
|
|
protected abstract VisualThing CreateVisualThing(Thing t);
|
|
|
|
/// <summary>
|
|
/// This returns the VisualSector for the given Sector.
|
|
/// </summary>
|
|
public VisualSector GetVisualSector(Sector s) { return allsectors[s]; }
|
|
|
|
/// <summary>
|
|
/// This returns the VisualThing for the given Thing.
|
|
/// </summary>
|
|
public VisualThing GetVisualThing(Thing t) { return allthings[t]; }
|
|
|
|
/// <summary>
|
|
/// Returns True when a VisualSector has been created for the specified Sector.
|
|
/// </summary>
|
|
public bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s); }
|
|
|
|
/// <summary>
|
|
/// Returns True when a VisualThing has been created for the specified Thing.
|
|
/// </summary>
|
|
public bool VisualThingExists(Thing t) { return allthings.ContainsKey(t); }
|
|
|
|
/// <summary>
|
|
/// This is called when the blockmap needs to be refilled, because it was invalidated.
|
|
/// This usually happens when geometry is changed by undo, redo, cut or paste actions.
|
|
/// Lines and Things are added to the block map by the base implementation.
|
|
/// </summary>
|
|
protected virtual void FillBlockMap()
|
|
{
|
|
if(blockmap != null) blockmap.Dispose();
|
|
blockmap = new VisualBlockMap();
|
|
|
|
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
|
|
blockmap.AddThingsSet(General.Map.Map.Things);
|
|
blockmap.AddSectorsSet(General.Map.Map.Sectors);
|
|
}
|
|
|
|
/// <summary>
|
|
/// While this mode is active, this is called continuously to process whatever needs processing.
|
|
/// </summary>
|
|
public override void OnProcess(double deltatime)
|
|
{
|
|
double multiplier;
|
|
|
|
base.OnProcess(deltatime);
|
|
|
|
// Camera vectors
|
|
Vector3D camvec = Vector3D.FromAngleXYZ(General.Map.VisualCamera.AngleXY, General.Map.VisualCamera.AngleZ);
|
|
Vector3D camvecstrafe = Vector3D.FromAngleXY(General.Map.VisualCamera.AngleXY + Angle2D.PIHALF);
|
|
Vector3D cammovemul = General.Map.VisualCamera.MoveMultiplier;
|
|
Vector3D camdeltapos = new Vector3D();
|
|
|
|
// Move the camera
|
|
if(doublespeed) multiplier = MOVE_SPEED_MULTIPLIER * 2.0f; else multiplier = MOVE_SPEED_MULTIPLIER;
|
|
if(keyforward) camdeltapos += camvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
|
|
if(keybackward) camdeltapos -= camvec * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
|
|
if(keyleft) camdeltapos -= camvecstrafe * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
|
|
if(keyright) camdeltapos += camvecstrafe * cammovemul * (float)((double)General.Settings.MoveSpeed * multiplier * deltatime);
|
|
|
|
// Move the camera
|
|
General.Map.VisualCamera.ProcessMovement(camdeltapos);
|
|
|
|
// Apply new camera matrices
|
|
renderer.PositionAndLookAt(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target);
|
|
|
|
// Visibility culling
|
|
DoCulling();
|
|
|
|
// Update labels in main window
|
|
General.MainWindow.UpdateCoordinates((Vector2D)General.Map.VisualCamera.Position);
|
|
|
|
// Now redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
#endregion
|
|
}
|
|
}
|