UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualThing.cs
MaxED c86d92ce63 3d-floor's floor and ceiling can be dragged properly in GZDoom Visual mode.
Things with "hangs" flag are now aligned to ceiling properly in GZDoom Visual mode.
Things can now be added and deleted in GZDoom Visual mode.
Several fixes in Doom, Doom 2, Heretic and Hexen configs (based on Doom Builder 2 SVN 1553 and 1560)
Added "countsecret" thing UDMF flag to configs.

UDMF Controls plugin:
Scale of 3d-floor's sidedefs textures is now applied properly.
Translation of 3d-floor's sidedefs textures is now applied properly. 
Added "hidden" UDMF flag.

Tag Explorer plugin:
TreeView is now updated when thing is deleted.
Tag Explorer plugin is now compatible with Doom Builder 2.
2012-07-05 00:03:40 +00:00

546 lines
15 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;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal class BaseVisualThing : VisualThing, IVisualEventReceiver
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
private ThingTypeInfo info;
private bool isloaded;
private ImageData sprite;
private float cageradius2;
private Vector2D pos2d;
private Vector3D boxp1;
private Vector3D boxp2;
// Undo/redo
private int undoticket;
// If this is set to true, the thing will be rebuilt after the action is performed.
protected bool changed;
#endregion
#region ================== Properties
public bool Changed { get { return changed; } set { changed |= value; } }
#endregion
#region ================== Constructor / Setup
// Constructor
public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
{
this.mode = mode;
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the thing geometry. Returns false when nothing was created.
public virtual bool Setup()
{
PixelColor sectorcolor = new PixelColor(255, 255, 255, 255);
// Must have a width and height!
if((info.Radius < 0.1f) || (info.Height < 0.1f)) return false;
// Find the sector in which the thing resides
Thing.DetermineSector(mode.BlockMap);
if(sprite != null)
{
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
SectorLevel level = sd.GetLevelAbove(new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + Thing.Sector.FloorHeight));
if(level != null)
{
// Use sector brightness for color shading
PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(level.brightnessbelow));
PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness);
sectorcolor = areacolor.WithAlpha(255);
}
}
// Check if the texture is loaded
sprite.LoadImage();
isloaded = sprite.IsImageLoaded;
if(isloaded)
{
float offsetx = 0.0f;
float offsety = 0.0f;
base.Texture = sprite;
// Determine sprite size and offset
float radius = sprite.ScaledWidth * 0.5f;
float height = sprite.ScaledHeight;
if(sprite is SpriteImage)
{
offsetx = (sprite as SpriteImage).OffsetX - radius;
offsety = (sprite as SpriteImage).OffsetY - height;
}
// Scale by thing type/actor scale
// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
radius *= info.SpriteScale.Width;
height *= info.SpriteScale.Height;
offsetx *= info.SpriteScale.Width;
offsety *= info.SpriteScale.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 1.0f, 1.0f);
SetVertices(verts);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
float radius = Math.Min(info.Radius, info.Height / 2f);
float height = Math.Min(info.Radius * 2f, info.Height);
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor.ToInt(), 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor.ToInt(), 1.0f, 1.0f);
SetVertices(verts);
}
}
// Determine position
Vector3D pos = Thing.Position;
if(Thing.Type == 9501)
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z;
}
else if(Thing.Type == 9500)
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z;
}
else if(info.AbsoluteZ)
{
// Absolute Z position
pos.z = Thing.Position.z;
}
else if(info.Hangs)
{
// Hang from ceiling
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
if(Thing.Position.z > 0)
pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
else
pos.z = Thing.Sector.CeilHeight - info.Height; //mxd. was [pos.z = Thing.Sector.CeilHeight;]
}
pos.z -= Thing.Position.z;
// Check if below floor
if((Thing.Sector != null) && (pos.z < Thing.Sector.FloorHeight))
{
// Put thing on the floor
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.plane.GetZ(Thing.Position);
}
}
else
{
// Stand on floor
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
if(Thing.Position.z == 0)
pos.z = sd.Floor.plane.GetZ(Thing.Position);
else
pos.z = Thing.Sector.FloorHeight;
}
pos.z += Thing.Position.z;
// Check if above ceiling
if((Thing.Sector != null) && ((pos.z + info.Height) > Thing.Sector.CeilHeight))
{
// Put thing against ceiling
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
}
}
// Apply settings
SetPosition(pos);
SetCageSize(info.Radius, info.Height);
SetCageColor(Thing.Color);
// Keep info for object picking
cageradius2 = info.Radius * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
pos2d = pos;
boxp1 = new Vector3D(pos.x - info.Radius, pos.y - info.Radius, pos.z);
boxp2 = new Vector3D(pos.x + info.Radius, pos.y + info.Radius, pos.z + info.Height);
// Done
changed = false;
return true;
}
// Disposing
public override void Dispose()
{
if(!IsDisposed)
{
if(sprite != null)
{
sprite.RemoveReference();
sprite = null;
}
}
base.Dispose();
}
#endregion
#region ================== Methods
// This forces to rebuild the whole thing
public void Rebuild()
{
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
// Setup visual thing
Setup();
}
// This updates the thing when needed
public override void Update()
{
if(!isloaded)
{
// Rebuild sprite geometry when sprite is loaded
if(sprite.IsImageLoaded)
{
Setup();
}
}
// Let the base update
base.Update();
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
Vector3D delta = to - from;
float tfar = float.MaxValue;
float tnear = float.MinValue;
// Ray-Box intersection code
// See http://www.masm32.com/board/index.php?topic=9941.0
// Check X slab
if(delta.x == 0.0f)
{
if(from.x > boxp2.x || from.x < boxp1.x)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.x;
float t1 = (boxp1.x - from.x) * tmp;
float t2 = (boxp2.x - from.x) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Y slab
if(delta.y == 0.0f)
{
if(from.y > boxp2.y || from.y < boxp1.y)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.y;
float t1 = (boxp1.y - from.y) * tmp;
float t2 = (boxp2.y - from.y) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Z slab
if(delta.z == 0.0f)
{
if(from.z > boxp2.z || from.z < boxp1.z)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.z;
float t1 = (boxp1.z - from.z) * tmp;
float t2 = (boxp2.z - from.z) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Set interpolation point
u_ray = (tnear > 0.0f) ? tnear : tfar;
return true;
}
#endregion
#region ================== Events
// Unused
public virtual void OnSelectBegin() { }
public virtual void OnEditBegin() { }
public virtual void OnMouseMove(MouseEventArgs e) { }
public virtual void OnChangeTargetBrightness(bool up) { }
public virtual void OnChangeTextureOffset(int horizontal, int vertical) { }
public virtual void OnSelectTexture() { }
public virtual void OnCopyTexture() { }
public virtual void OnPasteTexture() { }
public virtual void OnCopyTextureOffsets() { }
public virtual void OnPasteTextureOffsets() { }
public virtual void OnTextureAlign(bool alignx, bool aligny) { }
public virtual void OnToggleUpperUnpegged() { }
public virtual void OnToggleLowerUnpegged() { }
public virtual void OnResetTextureOffset() { }
public virtual void OnProcess(double deltatime) { }
public virtual void OnTextureFloodfill() { }
public virtual void OnInsert() { }
//public virtual void OnDelete() { }
public virtual void ApplyTexture(string texture) { }
public virtual void ApplyUpperUnpegged(bool set) { }
public virtual void ApplyLowerUnpegged(bool set) { }
//mxd. Delete thing
public virtual void OnDelete() {
this.Thing.Dispose();
this.Dispose();
}
// Return texture name
public virtual string GetTextureName() { return ""; }
// Select or deselect
public virtual void OnSelectEnd()
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing);
mode.SetActionResult("Copied thing properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedThingProps != null)
{
mode.CreateUndo("Paste thing properties");
mode.SetActionResult("Pasted thing properties.");
BuilderPlug.Me.CopiedThingProps.Apply(Thing);
Thing.UpdateConfiguration();
this.Rebuild();
mode.ShowTargetInfo();
}
}
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Thing> things = mode.GetSelectedThings();
DialogResult result = General.Interface.ShowEditThings(things);
if(result == DialogResult.OK)
{
foreach(Thing t in things)
{
VisualThing vt = mode.GetVisualThing(t);
if(vt != null)
(vt as BaseVisualThing).Changed = true;
}
}
}
}
// Raise/lower thing
public virtual void OnChangeTargetHeight(int amount)
{
if(General.Map.FormatInterface.HasThingHeight)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change thing height");
Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (float)amount));
mode.SetActionResult("Changed thing height to " + Thing.Position.z + ".");
// Update what must be updated
ThingData td = mode.GetThingData(this.Thing);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if(mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
this.Changed = true;
}
}
//mxd
public virtual void OnMove(Vector3D newPosition) {
if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Move thing");
Thing.Move(newPosition);
mode.SetActionResult("Changed thing position to " + Thing.Position.ToString() + ".");
// Update what must be updated
ThingData td = mode.GetThingData(this.Thing);
foreach (KeyValuePair<Sector, bool> s in td.UpdateAlso) {
if (mode.VisualSectorExists(s.Key)) {
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
this.Changed = true;
Rebuild();
}
#endregion
}
}