UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs
MaxED 1367c37b8d Visual mode: when changing height of a triangular sector all vertices of which have height offset, vertex heights will be changed instead of sector's floor/ceiling height (this allows to edit terrain without the use of vertex handles).
Visual mode: "Copy Texture", "Copy Texture Offsets" and "Copy Properties" actions now always copy properties from currently highlighted surface (previously they copied properties from the first selected surface when something was selected).
Draw Rectangle mode: nothing was drawn in some cases.
Drag Things mode: grid was not updated when grid size was changed in this mode.
2014-02-03 11:19:12 +00:00

449 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;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal sealed class VisualFloor : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
private bool innerSide; //mxd
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
//mxd
geoType = VisualGeometryType.FLOOR;
//mxd
if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.FloorTextures || 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;
base.Setup(level, extrafloor);
// Fetch ZDoom fields
float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
s.Fields.GetValue("ypanningfloor", 0.0f));
Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
s.Fields.GetValue("yscalefloor", 1.0f));
//Load floor texture
if ((s.FloorTexture.Length > 0) && (s.FloorTexture != "-"))
{
base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = s.LongFloorTexture;
}
else
{
if (!base.Texture.IsImageLoaded)
setuponloadedtexture = s.LongFloorTexture;
}
} 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]); //(float)s.FloorHeight;
// 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("xpanningfloor", 0.0f);
p.Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 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("xpanningfloor", 0.0f) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscalefloor", 1.0f));
float ny = (s.Fields.GetValue("ypanningfloor", 0.0f) + xy.Y) % (Texture.ScaledHeight / s.Fields.GetValue("yscalefloor", 1.0f));
s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, nx);
s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, ny);
s.UpdateNeeded = true;
mode.SetActionResult("Changed floor 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("xscalefloor", 1.0f);
float scaleY = s.Fields.GetValue("yscalefloor", 1.0f);
s.Fields.BeforeFieldsChange();
if(incrementX != 0) {
if(scaleX + incrementX == 0)
scaleX *= -1;
else
scaleX += incrementX;
UDMFTools.SetFloat(s.Fields, "xscalefloor", scaleX, 1.0f);
}
if(incrementY != 0) {
if(scaleY + incrementY == 0)
scaleY *= -1;
else
scaleY += incrementY;
UDMFTools.SetFloat(s.Fields, "yscalefloor", 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("Floor 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[] { "xpanningfloor", "ypanningfloor", "xscalefloor", "yscalefloor", "rotationfloor" };
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 floor '" + BuilderPlug.Me.CopiedFlat + "'");
mode.SetActionResult("Pasted flat '" + BuilderPlug.Me.CopiedFlat + "' on floor.");
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.FloorChanged)
{
sd.FloorChanged = true;
base.OnChangeTargetHeight(amount);
}
}
// This changes the height
protected override void ChangeHeight(int amount)
{
mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
//mxd. Modify vertex offsets?
if(General.Map.UDMF && level.sector.Sidedefs.Count == 3 && changeVertexHeight(amount)) {
mode.SetActionResult("Changed floor vertex height by " + amount + ".");
return;
}
level.sector.FloorHeight += amount;
mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
}
//mxd
private bool changeVertexHeight(int amount) {
List<Vertex> verts = new List<Vertex>(3);
//do this only if all 3 verts have offsets
foreach(Sidedef side in level.sector.Sidedefs) {
if(float.IsNaN(side.Line.Start.ZFloor) || float.IsNaN(side.Line.End.ZFloor)) return false;
if(!verts.Contains(side.Line.Start)) verts.Add(side.Line.Start);
if(!verts.Contains(side.Line.End)) verts.Add(side.Line.End);
}
foreach (Vertex v in verts)
mode.GetVisualVertex(v, true).OnChangeTargetHeight(amount);
return true;
}
//mxd. Sector brightness change
public override void OnChangeTargetBrightness(bool up) {
if (level != null) {
if (level.sector != Sector.Sector) //this floor is part of 3D-floor
((BaseVisualSector)mode.GetVisualSector(level.sector)).Floor.OnChangeTargetBrightness(up);
else if (Sector.ExtraFloors.Count > 0) //this is actual floor of a sector with extrafloors
Sector.ExtraFloors[0].OnChangeTargetBrightness(up);
else
base.OnChangeTargetBrightness(up);
} else {
base.OnChangeTargetBrightness(up);
}
}
// 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))
{
// 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.FloorTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
level.sector.SetFloorTexture(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.FloorTexture == level.sector.FloorTexture)
add = true;
if(withSameHeight)
add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.FloorHeight == level.sector.FloorHeight;
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.Floor.Selected) || (!select && vs.Floor.Selected))
vs.Floor.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[0] == 1 && side.Line.Front != null && side.Line.Front == side) {
slopeSource = side.Line;
isFront = true;
break;
} else if(side.Line.Args[0] == 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
}
}