mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
af509c3682
- changed timing to use double - added delta time as parameter in OnProcess event
504 lines
13 KiB
C#
504 lines
13 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.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using SlimDX;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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/// <summary>
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/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
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/// </summary>
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public abstract class VisualMode : EditMode
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{
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#region ================== Constants
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private const float ANGLE_FROM_MOUSE = 0.0001f;
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private const float MAX_ANGLEZ_LOW = 100f / Angle2D.PIDEG;
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private const float MAX_ANGLEZ_HIGH = (360f - 100f) / Angle2D.PIDEG;
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private const float CAMERA_SPEED = 6f;
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private const double SECTOR_UPDATE_INTERVAL = 100d;
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#endregion
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#region ================== Variables
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// 3D Mode thing
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protected Thing modething;
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// Graphics
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protected IRenderer3D renderer;
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private Renderer3D renderer3d;
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// Camera
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private Vector3D campos;
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private Vector3D camtarget;
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private float camanglexy, camanglez;
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// Processing
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private double lastsectorupdatetime;
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private Sector viewstartsector;
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// Input
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private bool keyforward;
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private bool keybackward;
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private bool keyleft;
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private bool keyright;
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// Map
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protected VisualBlockMap blockmap;
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protected Dictionary<Sector, VisualSector> allsectors;
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protected Dictionary<Sector, VisualSector> visiblesectors;
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#endregion
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#region ================== Properties
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public Vector3D CameraPosition { get { return campos; } set { campos = value; } }
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public Vector3D CameraTarget { get { return camtarget; } }
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// Provides specialized functionality for a visual (3D) Doom Builder editing mode.
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/// </summary>
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public VisualMode()
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{
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// Initialize
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this.renderer = General.Map.Renderer3D;
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this.renderer3d = (Renderer3D)General.Map.Renderer3D;
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this.campos = new Vector3D(0.0f, 0.0f, 96.0f);
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this.camanglez = Angle2D.PI;
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this.blockmap = new VisualBlockMap();
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this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
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this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
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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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foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
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blockmap.Dispose();
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visiblesectors = null;
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allsectors = null;
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blockmap = null;
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Start / Stop
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// Mode is engaged
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public override void OnEngage()
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{
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base.OnEngage();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Fill the blockmap
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FillBlockMap();
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// Find a 3D Mode thing
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foreach(Thing t in General.Map.Map.Things)
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if(t.Type == General.Map.Config.Start3DModeThingType) modething = t;
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// Found one?
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if(modething != null)
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{
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// Position camera here
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modething.DetermineSector();
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campos = modething.Position + new Vector3D(0.0f, 0.0f, 96.0f);
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camanglexy = modething.Angle + Angle2D.PI;
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camanglez = Angle2D.PI;
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}
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// Start special input mode
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General.Interface.SetProcessorState(true);
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General.Interface.StartExclusiveMouseInput();
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}
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// Mode is disengaged
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Do we have a 3D Mode thing?
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if(modething != null)
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{
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// Position the thing to match camera
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modething.Move((int)campos.x, (int)campos.y, 0);
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modething.Rotate(camanglexy - Angle2D.PI);
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}
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// Stop special input mode
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General.Interface.SetProcessorState(false);
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General.Interface.StopExclusiveMouseInput();
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}
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#endregion
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#region ================== Events
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public override void OnUndoEnd()
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{
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base.OnUndoEnd();
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// Make new blockmap
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if(blockmap != null)
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{
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blockmap.Dispose();
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blockmap = new VisualBlockMap();
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FillBlockMap();
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}
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}
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#endregion
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#region ================== Input
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// Mouse input
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public override void OnMouseInput(Vector2D delta)
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{
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base.OnMouseInput(delta);
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// Change camera angles with the mouse changes
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camanglexy -= delta.x * ANGLE_FROM_MOUSE;
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camanglez += delta.y * ANGLE_FROM_MOUSE;
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// Normalize angles
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camanglexy = Angle2D.Normalized(camanglexy);
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camanglez = Angle2D.Normalized(camanglez);
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// Limit vertical angle
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if(camanglez < MAX_ANGLEZ_LOW) camanglez = MAX_ANGLEZ_LOW;
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if(camanglez > MAX_ANGLEZ_HIGH) camanglez = MAX_ANGLEZ_HIGH;
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General.MainWindow.UpdateCoordinates(new Vector2D(camanglexy, camanglez));
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}
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[BeginAction("moveforward", BaseAction = true)]
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public virtual void BeginMoveForward()
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{
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keyforward = true;
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}
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[EndAction("moveforward", BaseAction = true)]
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public virtual void EndMoveForward()
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{
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keyforward = false;
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}
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[BeginAction("movebackward", BaseAction = true)]
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public virtual void BeginMoveBackward()
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{
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keybackward = true;
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}
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[EndAction("movebackward", BaseAction = true)]
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public virtual void EndMoveBackward()
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{
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keybackward = false;
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}
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[BeginAction("moveleft", BaseAction = true)]
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public virtual void BeginMoveLeft()
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{
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keyleft = true;
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}
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[EndAction("moveleft", BaseAction = true)]
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public virtual void EndMoveLeft()
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{
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keyleft = false;
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}
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[BeginAction("moveright", BaseAction = true)]
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public virtual void BeginMoveRight()
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{
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keyright = true;
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}
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[EndAction("moveright", BaseAction = true)]
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public virtual void EndMoveRight()
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{
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keyright = false;
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}
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#endregion
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#region ================== Visibility Culling
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// This preforms visibility culling
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private void DoCulling()
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{
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Vector2D campos2d = (Vector2D)campos;
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float viewdist = General.Settings.ViewDistance;
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// Get the blocks within view range and make a collection of all nearby linedefs
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RectangleF viewrect = new RectangleF(campos.x - viewdist, campos.y - viewdist, viewdist * 2, viewdist * 2);
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List<VisualBlockEntry> blocks = blockmap.GetSquareRange(viewrect);
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List<Linedef> nearbylines = new List<Linedef>(blocks.Count);
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foreach(VisualBlockEntry b in blocks) nearbylines.AddRange(b.Lines);
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// Find the sector to begin with
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if(General.Clock.CurrentTime > (lastsectorupdatetime + SECTOR_UPDATE_INTERVAL))
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{
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lastsectorupdatetime = General.Clock.CurrentTime;
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viewstartsector = FindStartSector((Vector2D)campos, nearbylines);
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}
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// Find visible sectors
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visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
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if(viewstartsector != null) ProcessVisibleSectors(viewstartsector, (Vector2D)campos);
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}
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// This finds and adds visible sectors
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private void ProcessVisibleSectors(Sector start, Vector2D campos)
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{
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Stack<Sector> todo = new Stack<Sector>(50);
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Dictionary<Sector, Sector> stackedsectors = new Dictionary<Sector, Sector>(50);
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Clipper clipper = new Clipper(campos);
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float viewdist2 = General.Settings.ViewDistance * General.Settings.ViewDistance;
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// TODO: Use sector markings instead of the stackedsectors dictionary?
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// This algorithm uses a breadth-first search for visible sectors
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// Continue until no more sectors to process
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todo.Push(start);
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stackedsectors.Add(start, start);
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while(todo.Count > 0)
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{
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Sector s = todo.Pop();
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VisualSector vs;
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// Find the basesector and make it if needed
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if(allsectors.ContainsKey(s))
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{
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// Take existing visualsector
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vs = allsectors[s];
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}
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else
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{
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// Make new visualsector
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vs = CreateVisualSector(s);
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allsectors.Add(s, vs);
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}
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// Add sector to visibility list
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visiblesectors.Add(s, vs);
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// Go for all sidedefs in the sector
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foreach(Sidedef sd in s.Sidedefs)
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{
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// Camera on the front of this side?
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float side = sd.Line.SideOfLine(campos);
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if(((side > 0) && sd.IsFront) ||
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((side < 0) && !sd.IsFront))
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{
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// Sidedef blocking the view?
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if((sd.Other == null) ||
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(sd.Other.Sector.FloorHeight >= (sd.Sector.CeilHeight - 0.0001f)) ||
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(sd.Other.Sector.CeilHeight <= (sd.Sector.FloorHeight + 0.0001f)) ||
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(sd.Other.Sector.FloorHeight >= (sd.Other.Sector.CeilHeight - 0.0001f)))
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{
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// This blocks the view
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clipper.InsertRange(sd.Line.Start.Position, sd.Line.End.Position);
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}
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}
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}
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// Go for all sidedefs in the sector
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foreach(Sidedef sd in s.Sidedefs)
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{
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// Doublesided and not referring to same sector?
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if((sd.Other != null) && (sd.Other.Sector != sd.Sector))
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{
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// Get the other sector
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Sector os = sd.Other.Sector;
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// Sector not added yet?
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if(!stackedsectors.ContainsKey(os))
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{
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// Within view range?
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if(sd.Line.DistanceToSq(campos, true) < viewdist2)
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{
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Vector2D p = sd.Line.Start.Position;
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if((p.x > s.BBox.Left + Linedef.SIDE_POINT_DISTANCE) &&
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(p.x < s.BBox.Right - Linedef.SIDE_POINT_DISTANCE) &&
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(p.y > s.BBox.Top + Linedef.SIDE_POINT_DISTANCE) &&
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(p.y < s.BBox.Bottom - Linedef.SIDE_POINT_DISTANCE))
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{
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// Sidedef is inside source sector, other sector always visible!
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todo.Push(os);
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stackedsectors.Add(os, os);
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}
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// Can we see this sector?
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else if(clipper.TestRange(sd.Line.Start.Position, sd.Line.End.Position))
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{
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// Process this sector as well
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todo.Push(os);
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stackedsectors.Add(os, os);
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}
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}
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}
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}
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}
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}
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// Done
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clipper.Dispose();
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}
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// This finds the nearest sector to the camera
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private Sector FindStartSector(Vector2D campos, List<Linedef> lines)
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{
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float side;
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Linedef l;
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// Get nearest linedef
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l = MapSet.NearestLinedef(lines, campos);
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if(l != null)
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{
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// Check if we are on front or back side
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side = l.SideOfLine(campos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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return l.Back.Sector;
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else if(l.Front != null)
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return l.Front.Sector;
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else
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return null;
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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return l.Front.Sector;
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else if(l.Back != null)
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return l.Back.Sector;
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else
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return null;
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}
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}
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else
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return null;
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}
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#endregion
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#region ================== Processing
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// This creates a visual sector
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protected abstract VisualSector CreateVisualSector(Sector s);
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// This fills the blockmap
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protected virtual void FillBlockMap()
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{
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blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
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}
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// Processing
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public override void OnProcess(double deltatime)
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{
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Vector3D camvec;
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Vector3D camvecstrafe;
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base.OnProcess(deltatime);
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// Calculate camera direction vectors
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camvec = Vector3D.FromAngleXYZ(camanglexy, camanglez);
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camvecstrafe = Vector3D.FromAngleXY(camanglexy + Angle2D.PIHALF);
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// Move the camera
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if(keyforward) campos += camvec * CAMERA_SPEED;
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if(keybackward) campos -= camvec * CAMERA_SPEED;
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if(keyleft) campos -= camvecstrafe * CAMERA_SPEED;
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if(keyright) campos += camvecstrafe * CAMERA_SPEED;
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// Target the camera
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camtarget = campos + camvec;
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// Apply new camera matrices
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renderer.PositionAndLookAt(campos, camtarget);
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// Visibility culling
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DoCulling();
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// Now redraw
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General.Interface.RedrawDisplay();
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}
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#endregion
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#region ================== Rendering
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// Call this to simply render all visible sectors
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public override void OnRedrawDisplay()
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{
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// Render all visible sectors
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foreach(KeyValuePair<Sector, VisualSector> vs in visiblesectors)
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renderer.RenderGeometry(vs.Value);
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}
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#endregion
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#region ================== Actions
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[EndAction("reloadresources", BaseAction = true)]
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public virtual void ReloadResources()
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{
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// Trash all visual sectors, because they are no longer valid
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foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
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allsectors.Clear();
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visiblesectors.Clear();
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}
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#endregion
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}
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}
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