mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
8f47c316b9
Fixed another bug in Tools.autoAlignTexturesOnSidesUDMF() Replaced Math.PI-related equations with stuff from Angle2D class.
538 lines
16 KiB
C#
538 lines
16 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.Drawing;
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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.Data;
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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 BaseVisualGeometrySector : VisualGeometry, IVisualEventReceiver
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{
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#region ================== Constants
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private const float DRAG_ANGLE_TOLERANCE = 0.06f;
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#endregion
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#region ================== Variables
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protected BaseVisualMode mode;
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protected long setuponloadedtexture;
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// This is only used to see if this object has already received a change
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// in a multiselection. The Changed property on the BaseVisualSector is
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// used to indicate a rebuild is needed.
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protected bool changed;
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protected SectorLevel level;
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protected Effect3DFloor extrafloor;
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// Undo/redo
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private int undoticket;
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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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private int prevoffsetx; // We have to provide delta offsets, but I don't
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private int prevoffsety; // want to calculate with delta offsets to prevent
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// inaccuracy in the dragging.
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#endregion
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#region ================== Properties
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new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
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public bool Changed { get { return changed; } set { changed = value; } }
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public SectorLevel Level { get { return level; } }
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public Effect3DFloor ExtraFloor { get { return extrafloor; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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protected BaseVisualGeometrySector(BaseVisualMode mode, VisualSector vs) : base(vs)
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{
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this.mode = mode;
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}
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#endregion
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#region ================== Methods
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// This changes the height
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protected abstract void ChangeHeight(int amount);
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public virtual void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
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// This swaps triangles so that the plane faces the other way
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protected void SwapTriangleVertices(WorldVertex[] verts)
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{
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// Swap some vertices to flip all triangles
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for(int i = 0; i < verts.Length; i += 3)
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{
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// Swap
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WorldVertex v = verts[i];
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verts[i] = verts[i + 1];
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verts[i + 1] = v;
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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 = 1.0f;
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// Calculate intersection position
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this.Level.plane.GetIntersection(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target, ref u_ray);
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Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;
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// Calculate offsets
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Vector3D dragdelta = intersect - dragorigin;
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float offsetx = dragdelta.x;
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float offsety = dragdelta.y;
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//mxd. Modify offsets based on surface and camera angles
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if (General.Map.UDMF) {
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float angle = 0;
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if(GeometryType == VisualGeometryType.CEILING && level.sector.Fields.ContainsKey("rotationceiling"))
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angle = Angle2D.DegToRad((float)level.sector.Fields["rotationceiling"].Value);// * (float)Math.PI / 180f;
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else if(GeometryType == VisualGeometryType.FLOOR && level.sector.Fields.ContainsKey("rotationfloor"))
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angle = Angle2D.DegToRad((float)level.sector.Fields["rotationfloor"].Value);// *(float)Math.PI / 180f;
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Vector2D v = new Vector2D(offsetx, offsety).GetRotated(angle);
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Point p = getTranslatedTextureOffset(new Point((int)Math.Round(v.x), (int)Math.Round(v.y)));
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offsetx = p.X;
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offsety = p.Y;
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}
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// Apply offsets
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int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
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int newoffsety = startoffsety + (int)Math.Round(offsety);
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mode.ApplyFlatOffsetChange(prevoffsetx - newoffsetx, prevoffsety - newoffsety);
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prevoffsetx = newoffsetx;
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prevoffsety = newoffsety;
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mode.ShowTargetInfo();
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}
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//mxd
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public override Sector GetControlSector() {
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return level.sector;
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}
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//mxd. Modify texture offsets based on camera angle (so "movetextureleft" action always moves texture more or less "left" etc.)
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protected Point getTranslatedTextureOffset(Point p) {
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Point tp = new Point();
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int camAngle = (int)Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);// * 180f / (float)Math.PI);
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if (camAngle > 315 || camAngle < 46) {
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tp = p;
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} else if (camAngle > 225) {
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tp.Y = p.X;
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tp.X = -p.Y;
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} else if (camAngle > 135) {
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tp.X = -p.X;
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tp.Y = -p.Y;
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}else{
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tp.Y = -p.X;
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tp.X = p.Y;
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}
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return tp;
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}
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//mxd
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protected void onTextureChanged() {
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if(level.sector == this.Sector.Sector) {
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this.Setup();
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//check for 3d floors
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foreach(Sidedef s in level.sector.Sidedefs) {
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if(s.Line.Action == 160 && s.Line.Front != null) {
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int sectortag = s.Line.Args[0] + (s.Line.Args[4] << 8);
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foreach(Sector sector in General.Map.Map.Sectors) {
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if(sector.Tag == sectortag) {
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector);
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vs.UpdateSectorGeometry(false);
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}
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}
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}
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}
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} else if(mode.VisualSectorExists(level.sector)) {
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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vs.UpdateSectorGeometry(false);
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}
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}
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//mxd
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public virtual bool IsSelected() {
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return selected;
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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 OnEditBegin() { }
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public virtual void OnTextureAlign(bool alignx, bool aligny) { }
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public virtual void OnToggleUpperUnpegged() { }
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public virtual void OnToggleLowerUnpegged() { }
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public virtual void OnResetTextureOffset() { }
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public virtual void OnCopyTextureOffsets() { }
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public virtual void OnPasteTextureOffsets() { }
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public virtual void OnInsert() { }
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public virtual void OnDelete() { }
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protected virtual void SetTexture(string texturename) { }
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public virtual void ApplyUpperUnpegged(bool set) { }
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public virtual void ApplyLowerUnpegged(bool set) { }
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protected abstract void MoveTextureOffset(Point xy);
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protected abstract Point GetTextureOffset();
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// Setup this plane
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public bool Setup() { return this.Setup(this.level, this.extrafloor); }
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public virtual bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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this.level = level;
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this.extrafloor = extrafloor;
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return false;
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}
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// Begin select
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public virtual void OnSelectBegin()
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{
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mode.LockTarget();
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dragstartanglexy = General.Map.VisualCamera.AngleXY;
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dragstartanglez = General.Map.VisualCamera.AngleZ;
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dragorigin = pickintersect;
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startoffsetx = GetTextureOffset().X;
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startoffsety = GetTextureOffset().Y;
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prevoffsetx = GetTextureOffset().X;
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prevoffsety = GetTextureOffset().Y;
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}
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// Select or deselect
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public virtual void OnSelectEnd()
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{
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mode.UnlockTarget();
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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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uvdragging = false;
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}
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else
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{
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if(this.selected)
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{
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this.selected = false;
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mode.RemoveSelectedObject(this);
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}
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else
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{
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this.selected = true;
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mode.AddSelectedObject(this);
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}
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}
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}
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// Moving the mouse
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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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// Select button pressed?
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if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
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{
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// Check if tolerance is exceeded to start UV dragging
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float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
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float deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez;
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if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
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{
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if(General.Map.UDMF) { //mxd
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mode.PreAction(UndoGroup.TextureOffsetChange);
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mode.CreateUndo("Change texture offsets");
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// Start drag now
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uvdragging = true;
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mode.Renderer.ShowSelection = false;
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mode.Renderer.ShowHighlight = false;
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UpdateDragUV();
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}
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}
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}
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}
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}
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// Processing
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public virtual void OnProcess(float deltatime)
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{
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// If the texture was not loaded, but is loaded now, then re-setup geometry
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if(setuponloadedtexture != 0)
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{
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ImageData t = General.Map.Data.GetFlatImage(setuponloadedtexture);
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if(t != null)
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{
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if(t.IsImageLoaded)
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{
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setuponloadedtexture = 0;
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Setup();
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}
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}
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}
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}
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// Flood-fill textures
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public virtual void OnTextureFloodfill()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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string oldtexture = GetTextureName();
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long oldtexturelong = Lump.MakeLongName(oldtexture);
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string newtexture = BuilderPlug.Me.CopiedFlat;
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if(newtexture != oldtexture)
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{
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// Get the texture
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ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture);
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if(newtextureimage != null)
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{
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bool fillceilings = (this is VisualCeiling);
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if(fillceilings)
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{
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mode.CreateUndo("Flood-fill ceilings with " + newtexture);
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mode.SetActionResult("Flood-filled ceilings with " + newtexture + ".");
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}
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else
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{
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mode.CreateUndo("Flood-fill floors with " + newtexture);
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mode.SetActionResult("Flood-filled floors with " + newtexture + ".");
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}
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mode.Renderer.SetCrosshairBusy(true);
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General.Interface.RedrawDisplay();
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if(mode.IsSingleSelection)
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{
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// Clear all marks, this will align everything it can
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General.Map.Map.ClearMarkedSectors(false);
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}
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else
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{
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// Limit the alignment to selection only
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General.Map.Map.ClearMarkedSectors(true);
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List<Sector> sectors = mode.GetSelectedSectors();
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foreach(Sector s in sectors) s.Marked = false;
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}
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// Do the fill
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Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturelong, newtextureimage, false);
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// Get the changed sectors
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List<Sector> changes = General.Map.Map.GetMarkedSectors(true);
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foreach(Sector s in changes)
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{
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// Update the visual sector
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if(mode.VisualSectorExists(s))
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{
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BaseVisualSector vs = (mode.GetVisualSector(s) as BaseVisualSector);
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if(fillceilings)
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vs.Ceiling.Setup();
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else
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vs.Floor.Setup();
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}
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}
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General.Map.Data.UpdateUsedTextures();
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mode.Renderer.SetCrosshairBusy(false);
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mode.ShowTargetInfo();
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}
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}
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}
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}
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// Copy properties
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public virtual void OnCopyProperties()
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{
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BuilderPlug.Me.CopiedSectorProps = new SectorProperties(level.sector);
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mode.SetActionResult("Copied sector properties.");
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}
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// Paste properties
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public virtual void OnPasteProperties()
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{
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if(BuilderPlug.Me.CopiedSectorProps != null)
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{
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mode.CreateUndo("Paste sector properties");
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mode.SetActionResult("Pasted sector properties.");
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BuilderPlug.Me.CopiedSectorProps.Apply(level.sector);
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if(mode.VisualSectorExists(level.sector))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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vs.UpdateSectorGeometry(true);
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}
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mode.ShowTargetInfo();
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}
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}
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// Select texture
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public virtual void OnSelectTexture()
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{
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if(General.Interface.IsActiveWindow)
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{
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string oldtexture = GetTextureName();
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string newtexture = General.Interface.BrowseFlat(General.Interface, oldtexture);
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if(newtexture != oldtexture)
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{
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mode.ApplySelectTexture(newtexture, true);
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}
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}
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}
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// Apply Texture
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public virtual void ApplyTexture(string texture)
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{
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mode.CreateUndo("Change flat " + texture);
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SetTexture(texture);
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onTextureChanged(); //mxd
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}
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// Copy texture
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public virtual void OnCopyTexture()
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{
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BuilderPlug.Me.CopiedFlat = GetTextureName();
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if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedTexture = GetTextureName();
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mode.SetActionResult("Copied flat " + GetTextureName() + ".");
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}
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public virtual void OnPasteTexture() { }
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// Return texture name
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public virtual string GetTextureName() { return ""; }
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// Edit button released
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public virtual void OnEditEnd()
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{
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if(General.Interface.IsActiveWindow)
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{
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List<Sector> sectors = mode.GetSelectedSectors();
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DialogResult result = General.Interface.ShowEditSectors(sectors);
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if(result == DialogResult.OK)
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{
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// Rebuild sector
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foreach(Sector s in sectors)
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{
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if(mode.VisualSectorExists(s))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
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vs.UpdateSectorGeometry(true);
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}
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}
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}
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}
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}
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// Sector height change
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public virtual void OnChangeTargetHeight(int amount)
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{
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changed = true;
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ChangeHeight(amount);
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// Rebuild sector
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BaseVisualSector vs;
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if(mode.VisualSectorExists(level.sector)) {
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vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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} else {//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
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vs = mode.CreateBaseVisualSector(level.sector);
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}
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if(vs != null) vs.UpdateSectorGeometry(true);
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}
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// Sector brightness change
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public virtual void OnChangeTargetBrightness(bool up)
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{
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mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
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if(up)
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Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
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else
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Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
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mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
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Sector.Sector.UpdateCache();
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// Rebuild sector
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Sector.UpdateSectorGeometry(false);
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}
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// Texture offset change
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public virtual void OnChangeTextureOffset(int horizontal, int vertical)
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{
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//mxd
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if (General.Map.UDMF) {
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if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
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undoticket = mode.CreateUndo("Change texture offsets");
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// Apply offsets
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MoveTextureOffset(new Point(-horizontal, -vertical));
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mode.SetActionResult("Changed texture offsets by " + -horizontal + ", " + -vertical + ".");
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// Update sector geometry
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Sector.UpdateSectorGeometry(false);
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Sector.Rebuild();
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} else {
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General.ShowErrorMessage("Floor/ceiling texture offsets cannot be changed in this map format!", MessageBoxButtons.OK);
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}
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}
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#endregion
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}
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}
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