mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
c86d92ce63
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.
278 lines
8.4 KiB
C#
278 lines
8.4 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.Collections.ObjectModel;
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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 System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal sealed class VisualFloor : BaseVisualGeometrySector
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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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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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{
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//mxd
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geoType = VisualGeometryType.FLOOR;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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WorldVertex[] verts;
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Sector s = level.sector;
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Vector2D texscale;
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base.Setup(level, extrafloor);
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
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Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
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s.Fields.GetValue("ypanningfloor", 0.0f));
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Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
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s.Fields.GetValue("yscalefloor", 1.0f));
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// Load floor texture
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base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = s.LongFloorTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = s.LongFloorTexture;
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}
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// Determine texture scale
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if(base.Texture.IsImageLoaded)
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texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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{
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].y = triverts[i].y;
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verts[i].z = level.plane.GetZ(triverts[i]); //(float)s.FloorHeight;
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// Texture coordinates
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Vector2D pos = triverts[i];
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pos = pos.GetRotated(rotate);
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pos.y = -pos.y;
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pos = (pos + offset) * scale * texscale;
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verts[i].u = pos.x;
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verts[i].v = pos.y;
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}
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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if((extrafloor != null) && !extrafloor.VavoomType)
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SwapTriangleVertices(verts);
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// Determine render pass
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if(extrafloor != null)
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{
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if(level.alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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{
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this.RenderPass = RenderPass.Solid;
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}
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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// Return texture coordinates
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protected override Point GetTextureOffset()
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{
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Point p = new Point();
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p.X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f);
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p.Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f);
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return p;
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}
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// Move texture coordinates
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protected override void MoveTextureOffset(Point xy)
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{
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//mxd
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Sector s = GetControlSector();
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s.Fields.BeforeFieldsChange();
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float oldx = s.Fields.GetValue("xpanningfloor", 0.0f);
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float oldy = s.Fields.GetValue("ypanningfloor", 0.0f);
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s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, oldx + (float)xy.X);
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s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, oldy + (float)xy.Y);
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s.UpdateNeeded = true;
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/*Sector.Sector.Fields.BeforeFieldsChange();
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float oldx = Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f);
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float oldy = Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f);
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Sector.Sector.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, oldx + (float)xy.X);
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Sector.Sector.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, oldy + (float)xy.Y);
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Sector.Sector.UpdateNeeded = true;*/
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}
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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mode.CreateUndo("Paste floor " + BuilderPlug.Me.CopiedFlat);
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mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on floor.");
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SetTexture(BuilderPlug.Me.CopiedFlat);
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this.Setup();
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}
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}
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// Call to change the height
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public override void OnChangeTargetHeight(int amount)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTargetHeight(amount);
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}
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}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
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level.sector.FloorHeight += amount;
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mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Check if our ray starts at the correct side of the plane
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if(level.plane.Distance(from) > 0.0f)
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{
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// Calculate the intersection
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if(level.plane.GetIntersection(from, to, ref pickrayu))
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{
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if(pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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}
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return false;
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
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}
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// Return texture name
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public override string GetTextureName()
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{
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return level.sector.FloorTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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level.sector.SetFloorTexture(texturename);
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General.Map.Data.UpdateUsedTextures();
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if(level.sector == this.Sector.Sector)
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{
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this.Setup();
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}
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else 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(false);
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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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