mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
7faf6bc13e
Error Checker mode: added "Check missing flats" check. Error Checker mode: fixed several descriptions. Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace. Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled. Fixed some incorrect checks for missing texture ("-").
384 lines
12 KiB
C#
384 lines
12 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 CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
internal class BaseVisualSector : VisualSector
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
protected BaseVisualMode mode;
|
|
|
|
protected VisualFloor floor;
|
|
protected VisualCeiling ceiling;
|
|
protected List<VisualFloor> extrafloors;
|
|
protected List<VisualCeiling> extraceilings;
|
|
protected List<VisualFloor> extrabackfloors; //mxd
|
|
protected List<VisualCeiling> extrabackceilings; //mxd
|
|
protected Dictionary<Sidedef, VisualSidedefParts> sides;
|
|
|
|
// If this is set to true, the sector will be rebuilt after the action is performed.
|
|
protected bool changed;
|
|
|
|
// Prevent recursion
|
|
protected bool isupdating;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public VisualFloor Floor { get { return floor; } }
|
|
public VisualCeiling Ceiling { get { return ceiling; } }
|
|
public List<VisualFloor> ExtraFloors { get { return extrafloors; } }
|
|
public List<VisualCeiling> ExtraCeilings { get { return extraceilings; } }
|
|
public List<VisualFloor> ExtraBackFloors { get { return extrabackfloors; } } //mxd
|
|
public List<VisualCeiling> ExtraBackCeilings { get { return extrabackceilings; } } //mxd
|
|
public Dictionary<Sidedef, VisualSidedefParts> Sides { get { return sides; } } //mxd
|
|
public bool Changed { get { return changed; } set { changed |= value; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
|
|
{
|
|
this.mode = mode;
|
|
this.extrafloors = new List<VisualFloor>(2);
|
|
this.extraceilings = new List<VisualCeiling>(2);
|
|
//mxd
|
|
this.extrabackfloors = new List<VisualFloor>(2);
|
|
this.extrabackceilings = new List<VisualCeiling>(2);
|
|
|
|
// Initialize
|
|
Rebuild();
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Disposer
|
|
public override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!IsDisposed)
|
|
{
|
|
// Clean up
|
|
sides = null;
|
|
floor = null;
|
|
ceiling = null;
|
|
extrafloors = null;
|
|
extraceilings = null;
|
|
|
|
// Dispose base
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This retreives the sector data for this sector
|
|
public SectorData GetSectorData()
|
|
{
|
|
return mode.GetSectorData(this.Sector);
|
|
}
|
|
|
|
// This updates this virtual the sector and neightbours if needed
|
|
override public void UpdateSectorGeometry(bool includeneighbours)
|
|
{
|
|
if(isupdating) return;
|
|
|
|
isupdating = true;
|
|
changed = true;
|
|
|
|
// Not sure what from this part we need, so commented out for now
|
|
SectorData data = GetSectorData();
|
|
data.Reset();
|
|
|
|
// Update sectors that rely on this sector
|
|
foreach(KeyValuePair<Sector, bool> s in data.UpdateAlso)
|
|
{
|
|
if(mode.VisualSectorExists(s.Key))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
|
|
vs.UpdateSectorGeometry(s.Value);
|
|
}
|
|
}
|
|
|
|
// Go for all things in this sector
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
if(t.Sector == this.Sector)
|
|
{
|
|
if(mode.VisualThingExists(t))
|
|
{
|
|
// Update thing
|
|
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
|
|
vt.Changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(includeneighbours)
|
|
{
|
|
// Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted
|
|
foreach(Sidedef sd in this.Sector.Sidedefs)
|
|
{
|
|
if(sd.Other != null)
|
|
{
|
|
if(mode.VisualSectorExists(sd.Other.Sector))
|
|
{
|
|
BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector);
|
|
bvs.Changed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Sector.UpdateFogColor(); //mxd
|
|
isupdating = false;
|
|
}
|
|
|
|
//mxd. call this to update sector and things in it when Sector.Fields are changed
|
|
override public void UpdateSectorData() {
|
|
//update sector data
|
|
SectorData data = GetSectorData();
|
|
data.UpdateForced();
|
|
|
|
//update sector
|
|
Rebuild();
|
|
|
|
//update things in this sector
|
|
foreach (Thing t in General.Map.Map.Things) {
|
|
if (t.Sector == this.Sector) {
|
|
if (mode.VisualThingExists(t)) {
|
|
// Update thing
|
|
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
|
|
vt.Rebuild();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This (re)builds the visual sector, calculating all geometry from scratch
|
|
public void Rebuild()
|
|
{
|
|
// Forget old geometry
|
|
base.ClearGeometry();
|
|
|
|
// Get sector data
|
|
SectorData data = GetSectorData();
|
|
if(!data.Updated) data.Update();
|
|
|
|
// Create floor
|
|
floor = floor ?? new VisualFloor(mode, this);
|
|
if(floor.Setup(data.Floor, null))
|
|
base.AddGeometry(floor);
|
|
|
|
// Create ceiling
|
|
ceiling = ceiling ?? new VisualCeiling(mode, this);
|
|
if(ceiling.Setup(data.Ceiling, null))
|
|
base.AddGeometry(ceiling);
|
|
|
|
// Create 3D floors
|
|
for(int i = 0; i < data.ExtraFloors.Count; i++)
|
|
{
|
|
Effect3DFloor ef = data.ExtraFloors[i];
|
|
bool floorRequired = ef.VavoomType; //mxd
|
|
bool ceilingRequired = ef.VavoomType; //mxd
|
|
|
|
if(ef.VavoomType || !ef.IgnoreBottomHeight) {
|
|
//mxd. if normals match - check the offsets
|
|
if(!ef.VavoomType) {
|
|
if(ef.Ceiling.plane.Normal == floor.Level.plane.Normal) {
|
|
if(-floor.Level.plane.Offset < ef.Ceiling.plane.Offset) {
|
|
floorRequired = true;
|
|
} else if(-floor.Level.plane.Offset == ef.Ceiling.plane.Offset) {
|
|
//mxd. check if 3d floor is higher than real one at any vertex
|
|
floorRequired = checkFloorVertices(floor.Vertices, ef.Ceiling.plane);
|
|
}
|
|
} else {
|
|
//mxd. check if 3d floor is higher than real one at any vertex
|
|
floorRequired = checkFloorVertices(floor.Vertices, ef.Ceiling.plane);
|
|
}
|
|
}
|
|
|
|
//mxd. Create a floor
|
|
if(floorRequired) {
|
|
VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this);
|
|
if(vf.Setup(ef.Ceiling, ef)) {
|
|
base.AddGeometry(vf);
|
|
|
|
//mxd. add backside as well
|
|
if(!ef.VavoomType && ef.RenderInside) {
|
|
VisualFloor vfb = (i < extrabackfloors.Count) ? extrabackfloors[i] : new VisualFloor(mode, this);
|
|
if(vfb.Setup(ef.Ceiling, ef, true))
|
|
base.AddGeometry(vfb);
|
|
if(i >= extrabackfloors.Count)
|
|
extrabackfloors.Add(vfb);
|
|
}
|
|
}
|
|
if(i >= extrafloors.Count)
|
|
extrafloors.Add(vf);
|
|
}
|
|
}
|
|
|
|
//mxd. check if 3d ceiling is lower than real one at any vertex
|
|
if(!ef.VavoomType) {
|
|
if(ef.Floor.plane.Normal == ceiling.Level.plane.Normal) {
|
|
if(-ceiling.Level.plane.Offset > ef.Floor.plane.Offset) {
|
|
floorRequired = true;
|
|
} else if(-ceiling.Level.plane.Offset == ef.Floor.plane.Offset) {
|
|
//mxd. check if 3d floor is higher than real one at any vertex
|
|
ceilingRequired = checkCeilingVertices(ceiling.Vertices, ef.Floor.plane);
|
|
}
|
|
} else {
|
|
//mxd. check if 3d floor is higher than real one at any vertex
|
|
ceilingRequired = checkCeilingVertices(ceiling.Vertices, ef.Floor.plane);
|
|
}
|
|
}
|
|
|
|
//mxd. Create a ceiling
|
|
if(ceilingRequired) {
|
|
VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this);
|
|
if(vc.Setup(ef.Floor, ef)) {
|
|
base.AddGeometry(vc);
|
|
|
|
//mxd. add backside as well
|
|
if(!ef.VavoomType && (ef.RenderInside || ef.IgnoreBottomHeight)) {
|
|
VisualCeiling vcb = (i < extrabackceilings.Count) ? extrabackceilings[i] : new VisualCeiling(mode, this);
|
|
if(vcb.Setup(ef.Floor, ef, true))
|
|
base.AddGeometry(vcb);
|
|
if(i >= extrabackceilings.Count)
|
|
extrabackceilings.Add(vcb);
|
|
}
|
|
}
|
|
if(i >= extraceilings.Count)
|
|
extraceilings.Add(vc);
|
|
}
|
|
}
|
|
|
|
// Go for all sidedefs
|
|
Dictionary<Sidedef, VisualSidedefParts> oldsides = sides ?? new Dictionary<Sidedef, VisualSidedefParts>(1);
|
|
sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
|
|
foreach(Sidedef sd in base.Sector.Sidedefs)
|
|
{
|
|
// VisualSidedef already exists?
|
|
VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts();
|
|
|
|
// Doublesided or singlesided?
|
|
if(sd.Other != null)
|
|
{
|
|
// Create upper part
|
|
VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd);
|
|
if(vu.Setup()) base.AddGeometry(vu);
|
|
|
|
// Create lower part
|
|
VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd);
|
|
if(vl.Setup()) base.AddGeometry(vl);
|
|
|
|
// Create middle part
|
|
VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
|
|
if(vm.Setup()) base.AddGeometry(vm);
|
|
|
|
// Create 3D wall parts
|
|
SectorData osd = mode.GetSectorData(sd.Other.Sector);
|
|
if(!osd.Updated) osd.Update();
|
|
List<VisualMiddle3D> middles = parts.middle3d ?? new List<VisualMiddle3D>(osd.ExtraFloors.Count);
|
|
for(int i = 0; i < osd.ExtraFloors.Count; i++)
|
|
{
|
|
Effect3DFloor ef = osd.ExtraFloors[i];
|
|
if(!ef.VavoomType && ef.IgnoreBottomHeight) continue; //mxd
|
|
|
|
VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd);
|
|
if(vm3.Setup(ef)) base.AddGeometry(vm3);
|
|
if(i >= middles.Count) middles.Add(vm3);
|
|
}
|
|
|
|
//mxd. Create backsides
|
|
List<VisualMiddleBack> middlebacks = new List<VisualMiddleBack>();
|
|
for (int i = 0; i < data.ExtraFloors.Count; i++) {
|
|
Effect3DFloor ef = data.ExtraFloors[i];
|
|
|
|
if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight) {
|
|
VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd);
|
|
if (vms.Setup(ef)) base.AddGeometry(vms);
|
|
middlebacks.Add(vms);
|
|
}
|
|
}
|
|
|
|
// Store
|
|
sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles, middlebacks));
|
|
}
|
|
else
|
|
{
|
|
// Create middle part
|
|
VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd);
|
|
if(vm.Setup()) base.AddGeometry(vm);
|
|
|
|
// Store
|
|
sides.Add(sd, new VisualSidedefParts(vm));
|
|
}
|
|
}
|
|
|
|
// Done
|
|
changed = false;
|
|
}
|
|
|
|
// This returns the visual sidedef parts for a given sidedef
|
|
public VisualSidedefParts GetSidedefParts(Sidedef sd)
|
|
{
|
|
if(sides.ContainsKey(sd)) return sides[sd];
|
|
return new VisualSidedefParts();
|
|
}
|
|
|
|
//mxd
|
|
private static bool checkFloorVertices(WorldVertex[] verts, Plane plane) {
|
|
for(int c = 0; c < verts.Length; c++) {
|
|
if(plane.GetZ(new Vector2D(verts[c].x, verts[c].y)) > verts[c].z)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
//mxd
|
|
private static bool checkCeilingVertices(WorldVertex[] verts, Plane plane) {
|
|
for(int c = 0; c < verts.Length; c++) {
|
|
if(plane.GetZ(new Vector2D(verts[c].x, verts[c].y)) < verts[c].z)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|