mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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262 lines
6.4 KiB
C#
262 lines
6.4 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.Interface;
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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.Controls;
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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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#endregion
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namespace CodeImp.DoomBuilder.Editing
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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 float ANGLE_FROM_MOUSE = 0.0001f;
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private const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
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private const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
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private const float CAMERA_SPEED = 6f;
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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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// Camera
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private Vector3D campos;
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private Vector3D camtarget;
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private float camanglexy, camanglez;
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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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#endregion
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#region ================== Properties
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public Vector3D CameraPosition { get { return campos; } set { campos = value; } }
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public Vector3D CameraTarget { get { return camtarget; } }
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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.campos = new Vector3D(0.0f, 0.0f, 96.0f);
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this.camanglez = Angle2D.PI;
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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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// 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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// Find a 3D Mode thing
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foreach(Thing t in General.Map.Map.Things)
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if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
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// Found one?
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if(modething != null)
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{
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// Position camera here
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modething.DetermineSector();
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campos = modething.Position + new Vector3D(0.0f, 0.0f, 96.0f);
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camanglexy = modething.Angle + Angle2D.PI;
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camanglez = Angle2D.PI;
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}
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// Start special input mode
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General.Interface.SetProcessorState(true);
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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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// Do we have a 3D Mode thing?
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if(modething != null)
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{
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// Position the thing to match camera
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modething.Move((int)campos.x, (int)campos.y, 0);
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modething.Rotate(camanglexy - Angle2D.PI);
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}
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// Stop special input mode
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General.Interface.SetProcessorState(false);
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General.Interface.StopExclusiveMouseInput();
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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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// Change camera angles with the mouse changes
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camanglexy -= delta.x * ANGLE_FROM_MOUSE;
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camanglez += delta.y * ANGLE_FROM_MOUSE;
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// Normalize angles
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camanglexy = Angle2D.Normalized(camanglexy);
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camanglez = Angle2D.Normalized(camanglez);
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// Limit vertical angle
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if(camanglez < MAX_ANGLEZ_LOW) camanglez = MAX_ANGLEZ_LOW;
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if(camanglez > MAX_ANGLEZ_HIGH) camanglez = MAX_ANGLEZ_HIGH;
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General.MainWindow.UpdateCoordinates(new Vector2D(camanglexy, camanglez));
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}
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// Key down
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public override void OnKeyDown(KeyEventArgs e)
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{
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string[] actions;
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base.OnKeyDown(e);
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/* WRONG
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// Get the actions for this key
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actions = General.Actions.GetActionsByKey((int)e.KeyData);
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foreach(string a in actions)
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{
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// Check what key was pressed down
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switch(a)
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{
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case "moveforward": keyforward = true; break;
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case "movebackward": keybackward = true; break;
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case "moveleft": keyleft = true; break;
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case "moveright": keyright = true; break;
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}
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}
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*/
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}
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// Key up
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public override void OnKeyUp(KeyEventArgs e)
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{
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string[] actions;
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base.OnKeyUp(e);
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/* WRONG
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// Get the actions for this key
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actions = General.Actions.GetActionsByKey((int)e.KeyData);
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foreach(string a in actions)
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{
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// Check what key was pressed down
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switch(a)
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{
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case "moveforward": keyforward = false; break;
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case "movebackward": keybackward = false; break;
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case "moveleft": keyleft = false; break;
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case "moveright": keyright = false; break;
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}
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}
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*/
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}
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#endregion
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#region ================== Processing
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// Processing
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public override void OnProcess()
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{
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Vector3D camvec;
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Vector3D camvecstrafe;
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base.OnProcess();
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// Calculate camera direction vectors
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camvec = Vector3D.FromAngleXYZ(camanglexy, camanglez);
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camvecstrafe = Vector3D.FromAngleXY(camanglexy + Angle2D.PIHALF);
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// Move the camera
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if(keyforward) campos += camvec * CAMERA_SPEED;
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if(keybackward) campos -= camvec * CAMERA_SPEED;
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if(keyleft) campos -= camvecstrafe * CAMERA_SPEED;
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if(keyright) campos += camvecstrafe * CAMERA_SPEED;
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// Target the camera
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camtarget = campos + camvec;
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// Apply new camera matrices
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renderer.PositionAndLookAt(campos, camtarget);
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// Now redraw
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General.Interface.RedrawDisplay();
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}
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#endregion
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}
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}
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