mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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189 lines
5 KiB
C#
189 lines
5 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.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal abstract class BaseVisualGeometrySidedef : VisualGeometry, IVisualEventReceiver
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{
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#region ================== Constants
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private const float DRAG_ANGLE_TOLERANCE = 0.02f;
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#endregion
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#region ================== Variables
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protected BaseVisualMode mode;
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protected float top;
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protected float bottom;
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// UV dragging
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private float dragstartanglexy;
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private float dragstartanglez;
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private Vector3D dragorigin;
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private Vector3D deltaxy;
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private Vector3D deltaz;
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private int startoffsetx;
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private int startoffsety;
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protected bool uvdragging;
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#endregion
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#region ================== Properties
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public bool IsDraggingUV { get { return uvdragging; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor for sidedefs
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public BaseVisualGeometrySidedef(BaseVisualMode mode, VisualSector vs, Sidedef sd) : base(vs, sd)
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{
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this.mode = mode;
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this.deltaz = new Vector3D(0.0f, 0.0f, 1.0f);
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this.deltaxy = (sd.Line.End.Position - sd.Line.Start.Position) * sd.Line.LengthInv;
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}
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#endregion
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#region ================== Methods
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Check if intersection point is between top and bottom
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return (pickintersect.z >= bottom) && (pickintersect.z <= top);
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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// The fast reject pass is already as accurate as it gets,
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// so we just return the intersection distance here
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u_ray = pickrayu;
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return true;
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}
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#endregion
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#region ================== Events
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// Unused
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public virtual void OnSelectBegin() { }
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public virtual void OnSelectEnd() { }
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// Edit button pressed
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public virtual void OnEditBegin()
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{
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dragstartanglexy = mode.CameraAngleXY;
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dragstartanglez = mode.CameraAngleZ;
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dragorigin = pickintersect;
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startoffsetx = Sidedef.OffsetX;
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startoffsety = Sidedef.OffsetY;
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}
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// Edit button released
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public virtual void OnEditEnd()
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{
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// Was dragging?
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if(uvdragging)
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{
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// Dragging stops now
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mode.UnlockTarget();
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uvdragging = false;
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}
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else
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{
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List<Linedef> lines = new List<Linedef>();
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lines.Add(this.Sidedef.Line);
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DialogResult result = General.Interface.ShowEditLinedefs(lines);
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if(result == DialogResult.OK) (this.Sector as BaseVisualSector).Rebuild();
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}
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}
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// Mouse moves
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public virtual void OnMouseMove(MouseEventArgs e)
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{
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// Dragging UV?
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if(uvdragging)
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{
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UpdateDragUV();
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}
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else
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{
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// Check if tolerance is exceeded to start UV dragging
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float deltaxy = mode.CameraAngleXY - dragstartanglexy;
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float deltaz = mode.CameraAngleZ - dragstartanglez;
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if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
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{
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// Start drag now
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uvdragging = true;
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mode.LockTarget();
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UpdateDragUV();
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}
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}
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}
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// This is called to update UV dragging
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protected virtual void UpdateDragUV()
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{
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float u_ray;
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// Calculate intersection position
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Line2D ray = new Line2D(mode.CameraPosition, mode.CameraTarget);
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Sidedef.Line.Line.GetIntersection(ray, out u_ray);
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Vector3D intersect = mode.CameraPosition + (mode.CameraTarget - mode.CameraPosition) * u_ray;
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// Calculate offsets
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Vector3D dragdelta = intersect - dragorigin;
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Vector3D dragdeltaxy = dragdelta * deltaxy;
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Vector3D dragdeltaz = dragdelta * deltaz;
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float offsetx = dragdeltaxy.GetLength();
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float offsety = dragdeltaz.GetLength();
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// Apply offsets
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Sidedef.OffsetX = startoffsetx + (int)Math.Round(offsetx);
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Sidedef.OffsetY = startoffsety + (int)Math.Round(offsety);
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// TODO: Update sidedef geometry
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}
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#endregion
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}
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}
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