UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualGeometrySidedef.cs
2008-12-17 15:30:50 +00:00

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