UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualCeiling.cs
MaxED 0c1c44c14b Visual mode: "Reset Texture Offsets" now resets "global" texture offsets in all map formats.
Visual mode: added "Reset Local Texture Offsets (UDMF)" action (default key is Ctrl-Shift-R). It will reset upper/middle/lower texture offsets in UDMF and will act exactly as "Reset Texture Offsets" action in other map formats.
2013-09-19 09:17:49 +00:00

459 lines
14 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.Generic;
using System.Collections.ObjectModel;
using System.Drawing;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.GZBuilder.Tools;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal sealed class VisualCeiling : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
public bool innerSide; //mxd
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
//mxd
geoType = VisualGeometryType.CEILING;
//mxd
if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.CeilingTextures || General.Map.ViewMode == ViewMode.Normal)) {
this.selected = true;
mode.AddSelectedObject(this);
}
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup(SectorLevel level, Effect3DFloor extrafloor) {
return Setup(level, extrafloor, innerSide);
}
//mxd
public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerSide)
{
WorldVertex[] verts;
Sector s = level.sector;
Vector2D texscale;
this.innerSide = innerSide; //mxd
base.Setup(level, extrafloor);
// Fetch ZDoom fields
float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0f));
Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0f),
s.Fields.GetValue("ypanningceiling", 0.0f));
Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0f),
s.Fields.GetValue("yscaleceiling", 1.0f));
//Load ceiling texture
if((s.CeilTexture.Length > 0) && (s.CeilTexture != "-")) {
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
if(base.Texture == null) {
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = s.LongCeilTexture;
} else {
if(!base.Texture.IsImageLoaded) {
setuponloadedtexture = s.LongCeilTexture;
}
}
} else {
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Determine texture scale
if(base.Texture.IsImageLoaded)
texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
else
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
// Make vertices
ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
verts = new WorldVertex[triverts.Count];
for(int i = 0; i < triverts.Count; i++)
{
// Color shading
PixelColor c = PixelColor.FromInt(level.color);
verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
// Vertex coordinates
verts[i].x = triverts[i].x;
verts[i].y = triverts[i].y;
verts[i].z = level.plane.GetZ(triverts[i]);
// Texture coordinates
Vector2D pos = triverts[i];
pos = pos.GetRotated(rotate);
pos.y = -pos.y;
pos = (pos + offset) * scale * texscale;
verts[i].u = pos.x;
verts[i].v = pos.y;
}
// The sector triangulation created clockwise triangles that
// are right up for the floor. For the ceiling we must flip
// the triangles upside down.
if(extrafloor == null || extrafloor.VavoomType || innerSide)
SwapTriangleVertices(verts);
// Determine render pass
if(extrafloor != null)
{
if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
this.RenderPass = RenderPass.Additive;
else if (level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
else
this.RenderPass = RenderPass.Mask;
}
else
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
// Return texture coordinates
protected override Point GetTextureOffset()
{
Point p = new Point();
p.X = (int)Sector.Sector.Fields.GetValue("xpanningceiling", 0.0f);
p.Y = (int)Sector.Sector.Fields.GetValue("ypanningceiling", 0.0f);
return p;
}
// Move texture coordinates
protected override void MoveTextureOffset(Point xy)
{
//mxd
Sector s = GetControlSector();
s.Fields.BeforeFieldsChange();
float nx = (s.Fields.GetValue("xpanningceiling", 0.0f) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscaleceiling", 1.0f));
float ny = (s.Fields.GetValue("ypanningceiling", 0.0f) + xy.Y) % (Texture.ScaledHeight / s.Fields.GetValue("yscaleceiling", 1.0f));
s.Fields["xpanningceiling"] = new UniValue(UniversalType.Float, nx);
s.Fields["ypanningceiling"] = new UniValue(UniversalType.Float, ny);
s.UpdateNeeded = true;
mode.SetActionResult("Changed ceiling texture offsets to " + nx + ", " + ny + ".");
}
//mxd. Texture scale change
protected override void ChangeTextureScale(float incrementX, float incrementY) {
Sector s = GetControlSector();
float scaleX = s.Fields.GetValue("xscaleceiling", 1.0f);
float scaleY = s.Fields.GetValue("yscaleceiling", 1.0f);
s.Fields.BeforeFieldsChange();
if(incrementX != 0) {
if(scaleX + incrementX == 0)
scaleX *= -1;
else
scaleX += incrementX;
UDMFTools.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0f);
}
if(incrementY != 0) {
if(scaleY + incrementY == 0)
scaleY *= -1;
else
scaleY += incrementY;
UDMFTools.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0f);
}
//update geometry
onTextureChanged();
s.UpdateNeeded = true;
s.UpdateCache();
if(s.Index != Sector.Sector.Index) {
Sector.Sector.UpdateNeeded = true;
Sector.Sector.UpdateCache();
}
mode.SetActionResult("Ceiling scale changed to " + scaleX + ", " + scaleY);
}
//mxd
public override void OnResetTextureOffset() {
if(!General.Map.UDMF) return;
mode.CreateUndo("Reset texture offsets");
mode.SetActionResult("Texture offsets reset.");
Sector.Sector.Fields.BeforeFieldsChange();
string[] keys = new string[] { "xpanningceiling", "ypanningceiling", "xscaleceiling", "yscaleceiling", "rotationceiling" };
foreach(string key in keys){
if(Sector.Sector.Fields.ContainsKey(key)) {
Sector.Sector.Fields.Remove(key);
Sector.Sector.UpdateNeeded = true;
}
}
if(Sector.Sector.UpdateNeeded)
Sector.UpdateSectorGeometry(false);
}
//mxd
public override void OnResetLocalTextureOffset() {
OnResetTextureOffset();
}
// Paste texture
public override void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
mode.CreateUndo("Paste ceiling " + BuilderPlug.Me.CopiedFlat);
mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on ceiling.");
SetTexture(BuilderPlug.Me.CopiedFlat);
//mxd. 3D floors may need updating...
onTextureChanged();
}
}
// Call to change the height
public override void OnChangeTargetHeight(int amount)
{
// Only do this when not done yet in this call
// Because we may be able to select the same 3D floor multiple times through multiple sectors
SectorData sd = mode.GetSectorData(level.sector);
if(!sd.CeilingChanged)
{
sd.CeilingChanged = true;
base.OnChangeTargetHeight(amount);
}
}
// This changes the height
protected override void ChangeHeight(int amount)
{
mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex);
level.sector.CeilHeight += amount;
mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + ".");
}
//mxd. Sector brightness change
public override void OnChangeTargetBrightness(bool up) {
if (level != null && level.sector != Sector.Sector) {
int index = -1;
for (int i = 0; i < Sector.ExtraCeilings.Count; i++) {
if (Sector.ExtraCeilings[i] == this) {
index = i + 1;
break;
}
}
if (index > -1 && index < Sector.ExtraCeilings.Count) {
((BaseVisualSector)mode.GetVisualSector(Sector.ExtraCeilings[index].level.sector)).Floor.OnChangeTargetBrightness(up);
} else {
base.OnChangeTargetBrightness(up);
}
} else {
//if a map is not in UDMF format, or this ceiling is part of 3D-floor...
if(!General.Map.UDMF || Sector.Sector != level.sector) {
base.OnChangeTargetBrightness(up);
return;
}
int light = Sector.Sector.Fields.GetValue("lightceiling", 0);
bool absolute = Sector.Sector.Fields.GetValue("lightceilingabsolute", false);
int newLight = 0;
if(up)
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
else
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
if(newLight == light) return;
//create undo
mode.CreateUndo("Change ceiling brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
Sector.Sector.Fields.BeforeFieldsChange();
//apply changes
Sector.Sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, newLight);
mode.SetActionResult("Changed ceiling brightness to " + newLight + ".");
Sector.Sector.UpdateCache();
//rebuild sector
Sector.UpdateSectorGeometry(false);
}
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if our ray starts at the correct side of the plane
if((innerSide && level.plane.Distance(from) < 0.0f) || (!innerSide && level.plane.Distance(from) > 0.0f)) //mxd
//if(level.plane.Distance(from) > 0.0f)
{
// Calculate the intersection
if(level.plane.GetIntersection(from, to, ref pickrayu))
{
if(pickrayu > 0.0f)
{
pickintersect = from + (to - from) * pickrayu;
// Intersection point within bbox?
RectangleF bbox = Sector.Sector.BBox;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
}
}
return false;
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
u_ray = pickrayu;
// Check on which side of the nearest sidedef we are
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
float side = sd.Line.SideOfLine(pickintersect);
return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
}
// Return texture name
public override string GetTextureName()
{
return level.sector.CeilTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
level.sector.SetCeilTexture(texturename);
General.Map.Data.UpdateUsedTextures();
}
//mxd
public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) {
if(!withSameTexture && !withSameHeight) return;
if(select && !selected) {
selected = true;
mode.AddSelectedObject(this);
} else if(!select && selected) {
selected = false;
mode.RemoveSelectedObject(this);
}
List<Sector> neighbours = new List<Sector>();
//collect neighbour sectors
foreach(Sidedef side in level.sector.Sidedefs) {
if(side.Other != null && side.Other.Sector != level.sector && !neighbours.Contains(side.Other.Sector)) {
bool add = false;
if(withSameTexture && side.Other.Sector.CeilTexture == level.sector.CeilTexture) {
add = true;
}
if(withSameHeight) {
add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.CeilHeight == level.sector.CeilHeight;
}
if(add) neighbours.Add(side.Other.Sector);
}
}
//(de)select neighbour sectors
foreach(Sector s in neighbours) {
BaseVisualSector vs = mode.GetVisualSector(s) as BaseVisualSector;
if((select && !vs.Ceiling.Selected) || (!select && vs.Ceiling.Selected))
vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight);
}
}
//mxd
public void AlignTexture(bool alignx, bool aligny) {
if(!General.Map.UDMF) return;
//is is a surface with line slope?
float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF;
if(slopeAngle == 0) {//it's a horizontal plane
alignTextureToClosestLine(alignx, aligny);
} else { //it can be a surface with line slope
Linedef slopeSource = null;
bool isFront = false;
foreach(Sidedef side in Sector.Sector.Sidedefs) {
if(side.Line.Action == 181) {
if(side.Line.Args[1] == 1 && side.Line.Front != null && side.Line.Front == side) {
slopeSource = side.Line;
isFront = true;
break;
} else if(side.Line.Args[1] == 2 && side.Line.Back != null && side.Line.Back == side) {
slopeSource = side.Line;
break;
}
}
}
if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null)
alignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny);
else
alignTextureToClosestLine(alignx, aligny);
}
}
#endregion
}
}