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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1005 lines
30 KiB
C#
Executable file
1005 lines
30 KiB
C#
Executable file
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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 System.Globalization;
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using System.Windows.Forms;
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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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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class BaseVisualThing : VisualThing, IVisualEventReceiver
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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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private readonly BaseVisualMode mode;
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private bool isloaded;
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private bool nointeraction; //mxd
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private ImageData[] sprites;
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private double cageradius2;
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private Vector2D pos2d;
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private Vector3D boxp1;
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private Vector3D boxp2;
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private static List<BaseVisualThing> updateList; //mxd
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// Undo/redo
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private int undoticket;
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// If this is set to true, the thing will be rebuilt after the action is performed.
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private bool changed;
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#endregion
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#region ================== Properties
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public bool Changed { get { return changed; } set { changed |= value; } }
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
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{
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this.mode = mode;
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// Find thing information
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info = General.Map.Data.GetThingInfo(Thing.Type);
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//mxd. When true, the thing can be moved below floor/above ceiling
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nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false));
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//mxd. Find sprite textures
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sprites = new ImageData[info.SpriteFrame.Length];
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for(int i = 0; i < info.SpriteFrame.Length; i++)
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{
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sprites[i] = General.Map.Data.GetSpriteImage(info.SpriteFrame[i].Sprite);
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}
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//mxd
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if(mode.UseSelectionFromClassicMode && t.Selected)
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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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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the thing geometry. Returns false when nothing was created.
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public bool Setup()
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{
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// Find the sector in which the thing resides
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Thing.DetermineSector(mode.BlockMap);
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//mxd. If the thing is inside a sector, apply DECORATE/UDMF alpha/renderstyle overrides
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byte alpha = 255;
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if(Thing.Sector != null)
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{
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string renderstyle = info.RenderStyle.ToLowerInvariant();
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alpha = info.AlphaByte;
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if(General.Map.UDMF)
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{
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if(Thing.IsFlagSet("translucent"))
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{
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renderstyle = "translucent";
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alpha = 64;
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}
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else if(Thing.IsFlagSet("invisible"))
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{
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renderstyle = "none";
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alpha = 0;
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}
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else if(Thing.Fields.ContainsKey("renderstyle"))
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{
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renderstyle = Thing.Fields.GetValue("renderstyle", renderstyle).ToLowerInvariant();
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}
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if((renderstyle == "add" || renderstyle == "translucent" || renderstyle == "subtract" || renderstyle == "translucentstencil")
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&& Thing.Fields.ContainsKey("alpha"))
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{
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alpha = (byte)(General.Clamp(Thing.Fields.GetValue("alpha", info.Alpha), 0.0, 1.0) * 255.0);
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}
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else if(renderstyle == "soultrans")
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{
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// Lost Soul trasparency is controlled by a CVAR (see https://zdoom.org/wiki/CVARs:Display#transsouls), let's use the default 0.75 here
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alpha = 192;
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}
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else if(renderstyle == "shadow")
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{
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alpha = 76; // about 0.3
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stencilColor = PixelColor.FromInt(PixelColor.INT_BLACK);
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}
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if (renderstyle.EndsWith("stencil"))
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{
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stencilColor = PixelColor.FromInt(UniFields.GetInteger(Thing.Fields, "fillcolor", 0));
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stencilColor.a = 255; // 0xFF alpha means nothing was read. 0x00 alpha means there was a valid fillcolor.
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}
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else if(renderstyle != "shadow")
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stencilColor.a = 0;
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}
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else if(General.Map.HEXEN)
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{
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if(Thing.IsFlagSet("2048"))
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{
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renderstyle = "translucent";
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alpha = 64;
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}
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else if(Thing.IsFlagSet("4096"))
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{
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renderstyle = "none";
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alpha = 0;
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}
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}
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// Set appropriate RenderPass
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switch(renderstyle)
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{
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case "translucent":
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case "subtract":
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case "soultrans":
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case "translucentstencil":
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case "shadow":
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RenderPass = RenderPass.Alpha;
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break;
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case "add":
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case "addstencil":
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RenderPass = RenderPass.Additive;
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break;
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case "none":
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RenderPass = RenderPass.Mask;
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alpha = 0;
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break;
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// Many render styles are not supported yet...
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default:
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RenderPass = RenderPass.Mask;
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alpha = 255;
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break;
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}
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}
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int sectorcolor = new PixelColor(alpha, 255, 255, 255).ToInt();
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fogfactor = 0f; //mxd
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//mxd. Check thing size
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float thingradius = Thing.Size; // Thing.Size has ThingRadius arg override applied
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thingheight = Thing.Height; // Thing.Height has ThingHeight arg override applied
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if(thingradius < 0.1f || thingheight < 0.1f)
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{
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thingradius = FIXED_RADIUS;
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thingheight = FIXED_RADIUS;
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sizeless = true;
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}
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else
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{
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sizeless = false;
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}
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if(Thing.Sector != null)
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{
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SectorData sd = mode.GetSectorData(Thing.Sector);
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Plane floor = sd.Floor.plane; //mxd
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if(!info.Bright)
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{
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double thingz = Thing.IsFlipped ? sd.Ceiling.plane.GetZ(Thing.Position) - Thing.Position.z - Thing.Height : Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position);
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, thingz);
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SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
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//mxd. Let's use point on floor plane instead of Thing.Sector.FloorHeight;
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if(nointeraction && level == null && sd.LightLevels.Count > 0) level = sd.LightLevels[sd.LightLevels.Count - 1];
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//mxd. Use the light level of the highest surface when a thing is above highest sector level.
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if(level != null)
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{
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// TECH: In GZDoom, ceiling glow doesn't affect thing brightness
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// Use sector brightness for color shading
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int brightness = level.brightnessbelow;
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//mxd. Apply lightfloor value
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// According to Graf, this is incorrect behaviour...
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// TECH: In (G)ZDoom, this is ignored when ceiling texture is sky or a thing is below a 3D floor
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// It's probably more involved than this, but for now let's do it only when there are no 3d floors in Thing.Sector...
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/*if(General.Map.UDMF && sd.LightLevels.Count == 2 && !Thing.Sector.HasSkyCeiling)
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{
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if(sd.Sector.Fields.GetValue("lightfloorabsolute", false))
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brightness = UniFields.GetInteger(sd.Sector.Fields, "lightfloor");
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else
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brightness += UniFields.GetInteger(sd.Sector.Fields, "lightfloor");
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}*/
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// Level is glowing
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if(level.affectedbyglow && level.type == SectorLevelType.Floor)
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{
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// Extrafloor glow doesn't affect thing brightness
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if(level.sector == Thing.Sector)
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{
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double planez = level.plane.GetZ(thingpos);
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// Get glow brightness
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int glowbrightness = sd.FloorGlow.Brightness / 2;
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SectorLevel nexthigher = sd.GetLevelAbove(new Vector3D(thingpos, planez));
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// Interpolate thing brightness between glow and regular ones
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if(nexthigher != null)
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{
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double higherz = nexthigher.plane.GetZ(thingpos);
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double delta = General.Clamp(1.0f - (thingpos.z - planez) / (higherz - planez), 0f, 1f);
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brightness = (int)((glowbrightness + level.sector.Brightness / 2) * delta + nexthigher.sector.Brightness * (1.0f - delta));
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}
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}
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}
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// Level below this one is glowing. Only possible for floor glow(?)
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else if(level.type == SectorLevelType.Glow)
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{
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// Interpolate thing brightness between glow and regular ones
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if(sd.Floor != null && sd.FloorGlow != null)
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{
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// Get glow brightness
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double glowz = level.plane.GetZ(thingpos);
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double floorz = floor.GetZ(thingpos);
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double delta = General.Clamp((thingpos.z - floorz) / (glowz - floorz), 0f, 1f);
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brightness = (int)((sd.FloorGlow.Brightness / 2 + sd.Floor.sector.Brightness / 2) * (1.0f - delta) + sd.Floor.sector.Brightness * delta);
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}
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}
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PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(brightness));
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PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness);
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// [ZZ] if sector is using Doom64 lighting, apply thing color here.
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sectorcolor = PixelColor.Modulate(sd.ColorSprites, areacolor).WithAlpha(alpha).ToInt();
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//mxd. Calculate fogfactor
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fogfactor = VisualGeometry.CalculateFogFactor(level.sector, brightness);
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}
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}
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//TECH: even Bright Thing frames are affected by custom fade...
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else
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{
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double thingz = Thing.IsFlipped ? sd.Ceiling.plane.GetZ(Thing.Position) - Thing.Position.z - Thing.Height : Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position);
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, thingz);
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SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
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if(level != null && level.sector.FogMode > SectorFogMode.CLASSIC)
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{
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//mxd. Calculate fogfactor
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fogfactor = VisualGeometry.CalculateFogFactor(level.sector, level.brightnessbelow);
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}
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}
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}
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//mxd. Create verts for all sprite angles
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WorldVertex[][] allverts = new WorldVertex[info.SpriteFrame.Length][];
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Vector2D[] alloffsets = new Vector2D[info.SpriteFrame.Length];
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base.textures = new ImageData[info.SpriteFrame.Length];
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isloaded = true;
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for(int i = 0; i < sprites.Length; i++)
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{
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Vector2D offsets = new Vector2D();
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// Check if the texture is loaded
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ImageData sprite = sprites[i];
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if (!sprite.IsImageLoaded && !sprite.LoadFailed)
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sprite.LoadImageNow();
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if(sprite.IsImageLoaded)
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{
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base.textures[i] = sprite;
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// Determine sprite size and offset
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float radius = sprite.ScaledWidth * 0.5f;
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float height = sprite.ScaledHeight;
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ISpriteImage spriteimg = sprite as ISpriteImage;
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if(spriteimg != null)
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{
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offsets.x = radius - spriteimg.OffsetX;
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offsets.y = spriteimg.OffsetY - height;
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}
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// Scale by thing type/actor scale
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// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
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radius *= info.SpriteScale.Width;
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height *= info.SpriteScale.Height;
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offsets.x *= info.SpriteScale.Width;
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offsets.y *= info.SpriteScale.Height;
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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//mxd. Sprite mirroring
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float ul = (info.SpriteFrame[i].Mirror ? 1f : 0f);
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float ur = (info.SpriteFrame[i].Mirror ? 0f : 1f);
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float vb = (Thing.Flip ? 1f : 0f);
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float vt = (Thing.Flip ? 0f : 1f);
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if(sizeless) //mxd
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{
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float hh = height / 2;
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verts[0] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(offsets.y - hh), sectorcolor, ul, vt);
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verts[1] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(hh + offsets.y), sectorcolor, ul, vb);
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verts[2] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(hh + offsets.y), sectorcolor, ur, vb);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(offsets.y - hh), sectorcolor, ur, vt);
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}
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else if (info.CenterHitbox)
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{
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float hh = height / 2;
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verts[0] = new WorldVertex((float)(-radius + offsets.x), 0.0f, -hh, sectorcolor, 0.0f, vt);
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verts[1] = new WorldVertex((float)(-radius + offsets.x), 0.0f, hh, sectorcolor, 0.0f, vb);
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verts[2] = new WorldVertex((float)(+radius + offsets.x), 0.0f, hh, sectorcolor, 1.0f, vb);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex((float)(+radius + offsets.x), 0.0f, -hh, sectorcolor, 1.0f, vt);
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}
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else
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{
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verts[0] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)offsets.y, sectorcolor, ul, vt);
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verts[1] = new WorldVertex((float)(-radius + offsets.x), 0.0f, (float)(height + offsets.y), sectorcolor, ul, vb);
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verts[2] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)(height + offsets.y), sectorcolor, ur, vb);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex((float)(+radius + offsets.x), 0.0f, (float)offsets.y, sectorcolor, ur, vt);
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}
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allverts[i] = verts;
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}
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else
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{
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isloaded = false;
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base.textures[i] = sprite;
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// Determine sprite size
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float radius = Math.Min(thingradius, thingheight / 2f);
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float height = Math.Min(thingradius * 2f, thingheight);
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//mxd. Determine sprite offsets
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offsets.x = radius;
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offsets.y = height / 2;
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor, 0.0f, 1.0f);
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verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor, 0.0f, 0.0f);
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verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor, 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor, 1.0f, 1.0f);
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allverts[i] = verts;
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}
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//mxd. Store offsets
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alloffsets[i] = offsets;
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}
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//mxd
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SetVertices(allverts, alloffsets/*, floor, ceiling*/);
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// Determine position
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Vector3D pos = Thing.Position;
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if(Thing.Type == 9501)
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{
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if(Thing.Sector != null) //mxd
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{
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// This is a special thing that needs special positioning
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SectorData sd = mode.GetSectorData(Thing.Sector);
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pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z;
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}
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}
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else if(Thing.Type == 9500)
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{
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if(Thing.Sector != null) //mxd
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{
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// This is a special thing that needs special positioning
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SectorData sd = mode.GetSectorData(Thing.Sector);
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pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z;
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}
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}
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else if (Thing.Type == 750)
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{
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if (Thing.Sector != null) //mxd
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{
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// This is a special thing that needs special positioning
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SectorData sd = mode.GetSectorData(Thing.Sector);
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pos.z = (Thing.Args[0] == 0) ? sd.Floor.sector.FloorHeight + Thing.Position.z : Thing.Position.z;
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}
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}
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else if(info.AbsoluteZ || Thing.AbsoluteZ)
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{
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// Absolute Z position
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pos.z = Thing.Position.z;
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}
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else if(Thing.IsFlipped) // info.Hangs
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{
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// Hang from ceiling
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if(Thing.Sector != null)
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{
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SectorData sd = mode.GetSectorData(Thing.Sector);
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double maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
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pos.z = maxz;
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if(Thing.Position.z > 0 || nointeraction) pos.z -= Thing.Position.z;
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// Check if below floor
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if(!nointeraction)
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{
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double minz = sd.Floor.plane.GetZ(Thing.Position);
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if(pos.z < minz) pos.z = Math.Min(minz, maxz);
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}
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}
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}
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else
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{
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// Stand on floor
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if(Thing.Sector != null)
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{
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SectorData sd = mode.GetSectorData(Thing.Sector);
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double minz = sd.Floor.plane.GetZ(Thing.Position);
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pos.z = minz;
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if(Thing.Position.z > 0 || nointeraction) pos.z += Thing.Position.z;
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// Check if above ceiling
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if(!nointeraction)
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{
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double maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
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if(pos.z > maxz) pos.z = Math.Max(minz, maxz);
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}
|
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}
|
|
}
|
|
|
|
//if (info.ZOffset != 0) pos.z += Thing.IsFlipped ? -info.ZOffset : info.ZOffset;
|
|
|
|
// Apply settings
|
|
SetPosition(pos);
|
|
SetCageColor(Thing.Color);
|
|
|
|
// Keep info for object picking
|
|
cageradius2 = thingradius * Angle2D.SQRT2;
|
|
cageradius2 = cageradius2 * cageradius2;
|
|
pos2d = pos;
|
|
|
|
if(sizeless) //mxd
|
|
{
|
|
boxp1 = new Vector3D(pos.x - thingradius, pos.y - thingradius, pos.z - thingradius/2);
|
|
boxp2 = new Vector3D(pos.x + thingradius, pos.y + thingradius, pos.z + thingradius/2);
|
|
}
|
|
else if (info.CenterHitbox)
|
|
{
|
|
boxp1 = new Vector3D(pos.x - thingradius, pos.y - thingradius, pos.z - thingheight / 2);
|
|
boxp2 = new Vector3D(pos.x + thingradius, pos.y + thingradius, pos.z + thingheight / 2);
|
|
}
|
|
else
|
|
{
|
|
boxp1 = new Vector3D(pos.x - thingradius, pos.y - thingradius, pos.z);
|
|
boxp2 = new Vector3D(pos.x + thingradius, pos.y + thingradius, pos.z + thingheight);
|
|
}
|
|
|
|
// Done
|
|
changed = false;
|
|
return true;
|
|
}
|
|
|
|
// Disposing
|
|
public override void Dispose()
|
|
{
|
|
if(!IsDisposed)
|
|
{
|
|
sprites = 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);
|
|
|
|
//mxd. When true, the thing can be moved below floor/above ceiling
|
|
nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false));
|
|
|
|
//mxd. Find sprite textures
|
|
sprites = new ImageData[info.SpriteFrame.Length];
|
|
for(int i = 0; i < info.SpriteFrame.Length; i++)
|
|
{
|
|
sprites[i] = General.Map.Data.GetSpriteImage(info.SpriteFrame[i].Sprite);
|
|
}
|
|
|
|
// Setup visual thing
|
|
Setup();
|
|
}
|
|
|
|
// This updates the thing when needed
|
|
public override void Update()
|
|
{
|
|
if(!isloaded)
|
|
{
|
|
//mxd. Rebuild sprite geometry when all sprites are loaded
|
|
isloaded = true;
|
|
foreach(ImageData sprite in sprites)
|
|
{
|
|
if(!sprite.IsImageLoaded)
|
|
{
|
|
isloaded = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(isloaded) 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)
|
|
{
|
|
//mxd. Don't highlight when thing sprite is not rendered and thing cages are disabled
|
|
if(!General.Map.Renderer3D.DrawThingCages && info.DistanceCheckSq < int.MaxValue
|
|
&& (Thing.Position - General.Map.VisualCamera.Position).GetLengthSq() > info.DistanceCheckSq)
|
|
return false;
|
|
|
|
double 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 double u_ray)
|
|
{
|
|
Vector3D delta = to - from;
|
|
double tfar = double.MaxValue;
|
|
double tnear = double.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
|
|
{
|
|
double tmp = 1.0f / delta.x;
|
|
double t1 = (boxp1.x - from.x) * tmp;
|
|
double 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
|
|
{
|
|
double tmp = 1.0f / delta.y;
|
|
double t1 = (boxp1.y - from.y) * tmp;
|
|
double 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
|
|
{
|
|
double tmp = 1.0f / delta.z;
|
|
double t1 = (boxp1.z - from.z) * tmp;
|
|
double 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;
|
|
}
|
|
|
|
//mxd
|
|
public bool IsSelected()
|
|
{
|
|
return selected;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
// Unused
|
|
public void OnSelectBegin() { }
|
|
public void OnEditBegin() { }
|
|
public void OnChangeTargetBrightness(bool up) { }
|
|
public void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection) { }
|
|
public void OnSelectTexture() { }
|
|
public void OnCopyTexture() { }
|
|
public void OnPasteTexture() { }
|
|
public void OnCopyTextureOffsets() { }
|
|
public void OnPasteTextureOffsets() { }
|
|
public void OnTextureAlign(bool alignx, bool aligny) { }
|
|
public void OnToggleUpperUnpegged() { }
|
|
public void OnToggleLowerUnpegged() { }
|
|
public void OnProcess(long deltatime) { }
|
|
public void OnTextureFloodfill() { }
|
|
public void OnInsert() { }
|
|
public void OnTextureFit(FitTextureOptions options) { } //mxd
|
|
public void ApplyTexture(string texture) { }
|
|
public void ApplyUpperUnpegged(bool set) { }
|
|
public void ApplyLowerUnpegged(bool set) { }
|
|
public void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
|
|
public virtual void OnPaintSelectEnd() { } // biwa
|
|
|
|
// Return texture name
|
|
public string GetTextureName() { return ""; }
|
|
|
|
// Select or deselect
|
|
public void OnSelectEnd()
|
|
{
|
|
if(this.selected)
|
|
{
|
|
this.selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
else
|
|
{
|
|
this.selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
}
|
|
|
|
//mxd. Delete thing
|
|
public void OnDelete()
|
|
{
|
|
mode.CreateUndo("Delete thing");
|
|
mode.SetActionResult("Deleted a thing.");
|
|
|
|
this.Thing.Fields.BeforeFieldsChange();
|
|
this.Thing.Dispose();
|
|
this.Dispose();
|
|
|
|
General.Map.IsChanged = true;
|
|
General.Map.ThingsFilter.Update();
|
|
}
|
|
|
|
// Copy properties
|
|
public void OnCopyProperties()
|
|
{
|
|
BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing);
|
|
mode.SetActionResult("Copied thing properties.");
|
|
}
|
|
|
|
// Paste properties
|
|
public void OnPasteProperties(bool usecopysettings)
|
|
{
|
|
if(BuilderPlug.Me.CopiedThingProps != null)
|
|
{
|
|
mode.CreateUndo("Paste thing properties");
|
|
mode.SetActionResult("Pasted thing properties.");
|
|
BuilderPlug.Me.CopiedThingProps.Apply(new List<Thing> { Thing }, usecopysettings); //mxd. Added "usecopysettings"
|
|
Thing.UpdateConfiguration();
|
|
this.Rebuild();
|
|
mode.ShowTargetInfo();
|
|
}
|
|
}
|
|
|
|
// Edit button released
|
|
public void OnEditEnd()
|
|
{
|
|
if(General.Interface.IsActiveWindow)
|
|
{
|
|
|
|
List<Thing> things = mode.GetSelectedThings();
|
|
//mxd
|
|
updateList = new List<BaseVisualThing>();
|
|
foreach(Thing t in things)
|
|
{
|
|
VisualThing vt = mode.GetVisualThing(t);
|
|
if(vt != null) updateList.Add((BaseVisualThing)vt);
|
|
}
|
|
|
|
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
|
|
mode.StartRealtimeInterfaceUpdate(SelectionType.Things);
|
|
General.Interface.ShowEditThings(things);
|
|
mode.StopRealtimeInterfaceUpdate(SelectionType.Things);
|
|
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
|
|
|
|
updateList.Clear();
|
|
updateList = null;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
|
|
{
|
|
foreach(BaseVisualThing vt in updateList) vt.Changed = true;
|
|
}
|
|
|
|
//mxd
|
|
public void OnResetTextureOffset()
|
|
{
|
|
mode.CreateUndo("Reset thing scale");
|
|
mode.SetActionResult("Thing scale reset.");
|
|
|
|
Thing.SetScale(1.0f, 1.0f);
|
|
|
|
// Update what must be updated
|
|
this.Changed = true;
|
|
}
|
|
|
|
//mxd
|
|
public void OnResetLocalTextureOffset()
|
|
{
|
|
mode.CreateUndo("Reset thing scale, pitch and roll");
|
|
mode.SetActionResult("Thing scale, pitch and roll reset.");
|
|
|
|
Thing.SetScale(1.0f, 1.0f);
|
|
Thing.SetPitch(0);
|
|
Thing.SetRoll(0);
|
|
|
|
// Update what must be updated
|
|
this.Changed = true;
|
|
}
|
|
|
|
// Raise/lower thing
|
|
public 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, (Thing.IsFlipped ? -amount : 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 void OnChangeScale(int incrementX, int incrementY)
|
|
{
|
|
if(!General.Map.UDMF || sprites == null || !sprites[0].IsImageLoaded) return;
|
|
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change thing scale");
|
|
|
|
double scaleX = Thing.ScaleX;
|
|
double scaleY = Thing.ScaleY;
|
|
ImageData sprite = sprites[0];
|
|
|
|
if(incrementX != 0)
|
|
{
|
|
double pix = (int)Math.Round(sprite.Width * scaleX) + incrementX;
|
|
double newscaleX = Math.Round(pix / sprite.Width, 3);
|
|
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
|
|
}
|
|
|
|
if(incrementY != 0)
|
|
{
|
|
double pix = (int)Math.Round(sprite.Height * scaleY) + incrementY;
|
|
double newscaleY = Math.Round(pix / sprite.Height, 3);
|
|
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
|
|
}
|
|
|
|
Thing.SetScale(scaleX, scaleY);
|
|
mode.SetActionResult("Changed thing scale to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(sprite.Width * scaleX) + " x " + (int)Math.Round(sprite.Height * scaleY) + ").");
|
|
|
|
// Update what must be updated
|
|
this.Changed = true;
|
|
}
|
|
|
|
//mxd
|
|
public 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 + ".");
|
|
|
|
// 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;
|
|
}
|
|
|
|
// biwa. Moving the mouse
|
|
public virtual void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
// biwa. Paint selection going on?
|
|
if (mode.PaintSelectPressed)
|
|
{
|
|
// toggle selected state
|
|
if (mode.PaintSelectType == this.GetType() && mode.Highlighted != this)
|
|
{
|
|
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
|
|
{
|
|
if (!selected)
|
|
{
|
|
selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
}
|
|
else if (General.Interface.CtrlState)
|
|
{
|
|
if (selected)
|
|
{
|
|
selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (selected)
|
|
mode.RemoveSelectedObject(this);
|
|
else
|
|
mode.AddSelectedObject(this);
|
|
|
|
selected = !selected;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// biwa
|
|
public virtual void OnPaintSelectBegin()
|
|
{
|
|
mode.PaintSelectType = this.GetType();
|
|
|
|
// toggle selected state
|
|
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
|
|
{
|
|
if (!selected)
|
|
{
|
|
selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
}
|
|
else if (General.Interface.CtrlState)
|
|
{
|
|
if (selected)
|
|
{
|
|
selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (selected)
|
|
mode.RemoveSelectedObject(this);
|
|
else
|
|
mode.AddSelectedObject(this);
|
|
|
|
selected = !selected;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void SetAngle(int newangle)
|
|
{
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change thing angle");
|
|
Thing.Rotate(newangle);
|
|
mode.SetActionResult("Changed thing angle to " + Thing.AngleDoom + ".");
|
|
this.Changed = true;
|
|
}
|
|
|
|
//mxd
|
|
public void SetPitch(int newpitch)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change thing pitch");
|
|
Thing.SetPitch(newpitch);
|
|
mode.SetActionResult("Changed thing pitch to " + Thing.Pitch + ".");
|
|
this.Changed = true;
|
|
}
|
|
|
|
//mxd
|
|
public void SetRoll(int newroll)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change thing roll");
|
|
Thing.SetRoll(newroll);
|
|
mode.SetActionResult("Changed thing roll to " + Thing.Roll + ".");
|
|
this.Changed = true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|