mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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15b2adfe30
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)... Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...). Maintenance: changed private method names casing to match DB2 one.
407 lines
12 KiB
C#
407 lines
12 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.Generic;
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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.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class BaseVisualSector : VisualSector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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protected BaseVisualMode mode;
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protected VisualFloor floor;
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protected VisualCeiling ceiling;
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protected List<VisualFloor> extrafloors;
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protected List<VisualCeiling> extraceilings;
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protected List<VisualFloor> extrabackfloors; //mxd
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protected List<VisualCeiling> extrabackceilings; //mxd
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protected Dictionary<Sidedef, VisualSidedefParts> sides;
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// If this is set to true, the sector will be rebuilt after the action is performed.
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protected bool changed;
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// Prevent recursion
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protected bool isupdating;
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#endregion
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#region ================== Properties
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public VisualFloor Floor { get { return floor; } }
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public VisualCeiling Ceiling { get { return ceiling; } }
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public List<VisualFloor> ExtraFloors { get { return extrafloors; } }
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public List<VisualCeiling> ExtraCeilings { get { return extraceilings; } }
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public List<VisualFloor> ExtraBackFloors { get { return extrabackfloors; } } //mxd
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public List<VisualCeiling> ExtraBackCeilings { get { return extrabackceilings; } } //mxd
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public Dictionary<Sidedef, VisualSidedefParts> Sides { get { return sides; } } //mxd
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public bool Changed { get { return changed; } set { changed |= value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
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{
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this.mode = mode;
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this.extrafloors = new List<VisualFloor>(2);
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this.extraceilings = new List<VisualCeiling>(2);
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//mxd
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this.extrabackfloors = new List<VisualFloor>(2);
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this.extrabackceilings = new List<VisualCeiling>(2);
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// Initialize
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Rebuild();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!IsDisposed)
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{
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// Clean up
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sides = null;
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floor = null;
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ceiling = null;
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extrafloors = null;
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extraceilings = null;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This retreives the sector data for this sector
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public SectorData GetSectorData()
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{
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return mode.GetSectorData(this.Sector);
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}
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// This updates this virtual the sector and neightbours if needed
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override public void UpdateSectorGeometry(bool includeneighbours)
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{
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if(isupdating) return;
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isupdating = true;
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changed = true;
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// Not sure what from this part we need, so commented out for now
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SectorData data = GetSectorData();
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data.Reset();
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// Update sectors that rely on this sector
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foreach(KeyValuePair<Sector, bool> s in data.UpdateAlso)
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{
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if(mode.VisualSectorExists(s.Key))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
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vs.UpdateSectorGeometry(s.Value);
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}
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}
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// Go for all things in this sector
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foreach(Thing t in General.Map.Map.Things)
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{
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if(t.Sector == this.Sector)
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{
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if(mode.VisualThingExists(t))
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{
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// Update thing
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BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
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vt.Changed = true;
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}
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}
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}
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if(includeneighbours)
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{
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// Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted
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foreach(Sidedef sd in this.Sector.Sidedefs)
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{
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if(sd.Other != null)
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{
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if(mode.VisualSectorExists(sd.Other.Sector))
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{
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BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector);
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bvs.Changed = true;
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}
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}
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}
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}
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Sector.UpdateFogColor(); //mxd
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isupdating = false;
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}
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//mxd. call this to update sector and things in it when Sector.Fields are changed
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override public void UpdateSectorData()
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{
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//update sector data
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SectorData data = GetSectorData();
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data.UpdateForced();
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//update sector
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Rebuild();
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//update things in this sector
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foreach (Thing t in General.Map.Map.Things)
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{
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if (t.Sector == this.Sector)
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{
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if (mode.VisualThingExists(t))
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{
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// Update thing
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BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
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vt.Rebuild();
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}
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}
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}
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}
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// This (re)builds the visual sector, calculating all geometry from scratch
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public void Rebuild()
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{
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// Forget old geometry
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base.ClearGeometry();
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// Get sector data
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SectorData data = GetSectorData();
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if(!data.Updated) data.Update();
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// Create floor
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floor = floor ?? new VisualFloor(mode, this);
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if(floor.Setup(data.Floor, null))
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base.AddGeometry(floor);
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// Create ceiling
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ceiling = ceiling ?? new VisualCeiling(mode, this);
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if(ceiling.Setup(data.Ceiling, null))
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base.AddGeometry(ceiling);
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// Create 3D floors
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for(int i = 0; i < data.ExtraFloors.Count; i++)
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{
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Effect3DFloor ef = data.ExtraFloors[i];
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bool floorRequired = ef.VavoomType; //mxd
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bool ceilingRequired = ef.VavoomType; //mxd
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if(ef.VavoomType || !ef.IgnoreBottomHeight)
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{
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//mxd. check if 3d floor is between real floor and ceiling
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if(!ef.VavoomType)
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{
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if (ef.Ceiling.plane.GetInverted().Normal != floor.Level.plane.Normal
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|| ef.Ceiling.plane.Normal != ceiling.Level.plane.Normal)
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{
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//mxd. check if at least one vertex of 3d floor is between floor and ceiling
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floorRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Ceiling.plane);
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}
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//if floor, ceiling and 3d floor are not sloped, compare offsets
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else if(-floor.Level.plane.Offset < ef.Ceiling.plane.Offset
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&& ceiling.Level.plane.Offset > ef.Ceiling.plane.Offset)
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{
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floorRequired = true;
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}
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}
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//mxd. Create a floor
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if(floorRequired)
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{
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VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this);
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if(vf.Setup(ef.Ceiling, ef))
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{
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base.AddGeometry(vf);
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//mxd. add backside as well
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if(!ef.VavoomType && ef.RenderInside)
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{
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VisualFloor vfb = (i < extrabackfloors.Count) ? extrabackfloors[i] : new VisualFloor(mode, this);
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if(vfb.Setup(ef.Ceiling, ef, true)) base.AddGeometry(vfb);
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if(i >= extrabackfloors.Count) extrabackfloors.Add(vfb);
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}
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}
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if(i >= extrafloors.Count) extrafloors.Add(vf);
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}
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}
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//mxd. check if 3d ceiling is between real floor and ceiling
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if(!ef.VavoomType)
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{
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if (ef.Floor.plane.GetInverted().Normal != ceiling.Level.plane.Normal
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|| ef.Floor.plane.Normal != floor.Level.plane.Normal)
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{
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//mxd. check if at least one vertex of 3d ceiling is between floor and ceiling
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ceilingRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Floor.plane);
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}
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//if floor, ceiling and 3d ceiling are not sloped, compare offsets
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else if(ceiling.Level.plane.Offset > -ef.Floor.plane.Offset
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&& floor.Level.plane.Offset > ef.Floor.plane.Offset)
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{
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ceilingRequired = true;
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}
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}
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//mxd. Create a ceiling
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if(ceilingRequired)
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{
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VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this);
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if(vc.Setup(ef.Floor, ef))
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{
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base.AddGeometry(vc);
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//mxd. add backside as well
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if(!ef.VavoomType && (ef.RenderInside || ef.IgnoreBottomHeight))
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{
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VisualCeiling vcb = (i < extrabackceilings.Count) ? extrabackceilings[i] : new VisualCeiling(mode, this);
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if(vcb.Setup(ef.Floor, ef, true)) base.AddGeometry(vcb);
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if(i >= extrabackceilings.Count) extrabackceilings.Add(vcb);
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}
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}
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if(i >= extraceilings.Count) extraceilings.Add(vc);
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}
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}
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// Go for all sidedefs
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Dictionary<Sidedef, VisualSidedefParts> oldsides = sides ?? new Dictionary<Sidedef, VisualSidedefParts>(1);
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sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
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foreach(Sidedef sd in base.Sector.Sidedefs)
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{
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// VisualSidedef already exists?
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VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts();
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// Doublesided or singlesided?
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if(sd.Other != null && sd.Line.IsFlagSet(General.Map.Config.DoubleSidedFlag))
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{
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// Create upper part
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VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd);
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if(vu.Setup()) base.AddGeometry(vu);
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// Create lower part
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VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd);
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if(vl.Setup()) base.AddGeometry(vl);
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// Create middle part
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VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
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if(vm.Setup()) base.AddGeometry(vm);
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// Create 3D wall parts
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SectorData osd = mode.GetSectorData(sd.Other.Sector);
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if(!osd.Updated) osd.Update();
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List<VisualMiddle3D> middles = parts.middle3d ?? new List<VisualMiddle3D>(osd.ExtraFloors.Count);
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for(int i = 0; i < osd.ExtraFloors.Count; i++)
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{
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Effect3DFloor ef = osd.ExtraFloors[i];
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if(!ef.VavoomType && ef.IgnoreBottomHeight) continue; //mxd
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VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd);
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if(vm3.Setup(ef)) base.AddGeometry(vm3);
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if(i >= middles.Count) middles.Add(vm3);
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}
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//mxd. Create backsides
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List<VisualMiddleBack> middlebacks = new List<VisualMiddleBack>();
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for (int i = 0; i < data.ExtraFloors.Count; i++)
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{
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Effect3DFloor ef = data.ExtraFloors[i];
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if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight)
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{
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VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd);
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if (vms.Setup(ef)) base.AddGeometry(vms);
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middlebacks.Add(vms);
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}
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}
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// Store
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sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles, middlebacks));
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}
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else
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{
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// Create middle part
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VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd);
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if(vm.Setup()) base.AddGeometry(vm);
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// Store
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sides.Add(sd, new VisualSidedefParts(vm));
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}
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}
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// Done
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changed = false;
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}
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// This returns the visual sidedef parts for a given sidedef
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public VisualSidedefParts GetSidedefParts(Sidedef sd)
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{
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if(sides.ContainsKey(sd)) return sides[sd];
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return new VisualSidedefParts();
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}
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//mxd. Checks if given plane is between given floor and ceiling vertices
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private static bool Check3dFloorPlane(WorldVertex[] floorverts, WorldVertex[] ceilingverts, Plane plane)
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{
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bool show = false;
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//check floor
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for(int c = 0; c < floorverts.Length; c++)
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{
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if (plane.GetZ(new Vector2D(floorverts[c].x, floorverts[c].y)) > Math.Round(floorverts[c].z, 3))
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{
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show = true;
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break;
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}
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}
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if (!show) return false;
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//check ceiling
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for(int c = 0; c < ceilingverts.Length; c++)
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{
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if(plane.GetZ(new Vector2D(ceilingverts[c].x, ceilingverts[c].y)) < Math.Round(ceilingverts[c].z, 3))
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return true;
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}
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return false;
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}
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#endregion
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}
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}
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