UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualThing.cs
MaxED e1f7bd9611 Added, Visual mode: "Translucent" / "Additive" renderstyles support for models.
Fixed, Visual mode, fog rendering: things with Bright setting should still be affected by custom fade.
Updated ZDoom_DECORATE.cfg.
2015-12-01 14:51:45 +00:00

882 lines
26 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualThing : VisualThing, IVisualEventReceiver
{
#region ================== Constants
#endregion
#region ================== Variables
private readonly BaseVisualMode mode;
private bool isloaded;
private bool nointeraction; //mxd
private ImageData sprite;
private float cageradius2;
private Vector2D pos2d;
private Vector3D boxp1;
private Vector3D boxp2;
private static List<BaseVisualThing> updateList; //mxd
// Undo/redo
private int undoticket;
// If this is set to true, the thing will be rebuilt after the action is performed.
private bool changed;
#endregion
#region ================== Properties
public bool Changed { get { return changed; } set { changed |= value; } }
#endregion
#region ================== Constructor / Setup
// Constructor
public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
{
this.mode = mode;
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
//mxd. When true, the thing can be moved below floor/above ceiling
nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false));
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
//mxd
if(mode.UseSelectionFromClassicMode && t.Selected)
{
this.selected = true;
mode.AddSelectedObject(this);
}
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the thing geometry. Returns false when nothing was created.
public bool Setup()
{
// Find the sector in which the thing resides
Thing.DetermineSector(mode.BlockMap);
//mxd. If the thing is inside a sector, apply DECORATE/UDMF alpha/renderstyle overrides
byte alpha = 255;
if(Thing.Sector != null)
{
string renderstyle = info.RenderStyle;
alpha = info.AlphaByte;
if(General.Map.UDMF)
{
if(Thing.IsFlagSet("translucent"))
{
renderstyle = "translucent";
alpha = 64;
}
else if(Thing.IsFlagSet("invisible"))
{
renderstyle = "none";
alpha = 0;
}
else if(Thing.Fields.ContainsKey("renderstyle"))
{
renderstyle = Thing.Fields.GetValue("renderstyle", renderstyle);
}
if((renderstyle == "add" || renderstyle == "translucent" || renderstyle == "subtract" || renderstyle == "stencil")
&& Thing.Fields.ContainsKey("alpha"))
{
alpha = (byte)(General.Clamp(Thing.Fields.GetValue("alpha", info.Alpha), 0f, 1f) * 255);
}
}
else if(General.Map.HEXEN)
{
if(Thing.IsFlagSet("2048"))
{
renderstyle = "translucent";
alpha = 64;
}
else if(Thing.IsFlagSet("4096"))
{
renderstyle = "none";
alpha = 0;
}
}
// Set appropriate RenderPass
switch(renderstyle)
{
case "translucent":
case "subtract":
case "stencil":
RenderPass = RenderPass.Alpha;
break;
case "add":
RenderPass = RenderPass.Additive;
break;
case "none":
RenderPass = RenderPass.Mask;
alpha = 0;
break;
// Many render styles are not supported yet...
default:
RenderPass = RenderPass.Mask;
alpha = 255;
break;
}
}
// Don't bother when alpha is unchanged, unless Additive RenderStyle is used
if(RenderPass != RenderPass.Additive && alpha == 255) RenderPass = RenderPass.Mask;
int sectorcolor = new PixelColor(alpha, 255, 255, 255).ToInt();
fogfactor = 0f; //mxd
//mxd. Check thing size
float thingradius = Thing.Size; // Thing.Size has ThingRadius arg override applied
thingheight = Thing.Height; // Thing.Height has ThingHeight arg override applied
if(thingradius < 0.1f || thingheight < 0.1f)
{
thingradius = FIXED_RADIUS;
thingheight = FIXED_RADIUS;
sizeless = true;
}
else
{
sizeless = false;
}
if(sprite != null)
{
Plane floor = new Plane(); //mxd
Plane ceiling = new Plane(); //mxd
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
floor = sd.Floor.plane; //mxd
ceiling = sd.Ceiling.plane; //mxd
if(!info.Bright)
{
Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position));
SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
//mxd. Let's use point on floor plane instead of Thing.Sector.FloorHeight;
if(nointeraction && level == null && sd.LightLevels.Count > 0) level = sd.LightLevels[sd.LightLevels.Count - 1];
//mxd. Use the light level of the highest surface when a thing is above highest sector level.
if(level != null)
{
// TECH: In GZDoom, ceiling glow doesn't affect thing brightness
// Use sector brightness for color shading
int brightness = level.brightnessbelow;
// Level is glowing
if(level.affectedbyglow && level.type == SectorLevelType.Floor)
{
// Get glow brightness
SectorData glowdata = (level.sector != Thing.Sector ? mode.GetSectorData(level.sector) : sd);
float planez = level.plane.GetZ(thingpos);
int glowbrightness = glowdata.FloorGlow.Brightness / 2;
SectorLevel nexthigher = sd.GetLevelAbove(new Vector3D(thingpos, planez));
// Interpolate thing brightness between glow and regular ones
if(nexthigher != null)
{
float higherz = nexthigher.plane.GetZ(thingpos);
float delta = General.Clamp(1.0f - (thingpos.z - planez) / (higherz - planez), 0f, 1f);
brightness = (int)((glowbrightness + level.sector.Brightness / 2) * delta + nexthigher.sector.Brightness * (1.0f - delta));
}
}
// Level below this one is glowing. Only possible for floor glow(?)
else if(level.type == SectorLevelType.Glow)
{
// Interpolate thing brightness between glow and regular ones
if(sd.Floor != null && sd.FloorGlow != null)
{
// Get glow brightness
float glowz = level.plane.GetZ(thingpos);
float floorz = floor.GetZ(thingpos);
float delta = General.Clamp((thingpos.z - floorz) / (glowz - floorz), 0f, 1f);
brightness = (int)((sd.FloorGlow.Brightness / 2 + sd.Floor.sector.Brightness / 2) * (1.0f - delta) + sd.Floor.sector.Brightness * delta);
}
}
PixelColor areabrightness = PixelColor.FromInt(mode.CalculateBrightness(brightness));
PixelColor areacolor = PixelColor.Modulate(level.colorbelow, areabrightness);
sectorcolor = areacolor.WithAlpha(alpha).ToInt();
//mxd. Calculate fogfactor
float density;
if(Thing.Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0)
{
density = General.Map.Data.MapInfo.OutsideFogDensity;
}
else if(!Thing.Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0)
{
density = General.Map.Data.MapInfo.FogDensity;
}
else if(brightness < 248)
{
density = General.Clamp(255 - brightness, 30, 255);
}
else
{
density = 0f;
}
if(level.sector.HasFogColor)
{
density *= 4;
}
fogfactor = density * VisualGeometry.FOG_DENSITY_SCALER;
}
}
//TECH: even Bright Thing frames are affected by custom fade...
else
{
Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position));
SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
if(level != null && level.sector.HasFogColor)
{
//mxd. Calculate fogfactor
float density;
if(Thing.Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0)
{
density = General.Map.Data.MapInfo.OutsideFogDensity;
}
else if(!Thing.Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0)
{
density = General.Map.Data.MapInfo.FogDensity;
}
else if(level.brightnessbelow < 248)
{
density = General.Clamp(255 - level.brightnessbelow, 30, 255);
}
else
{
density = 0f;
}
fogfactor = density * VisualGeometry.FOG_DENSITY_SCALER * 4;
}
}
}
// Check if the texture is loaded
sprite.LoadImage();
isloaded = sprite.IsImageLoaded;
if(isloaded)
{
float offsetx = 0.0f;
float offsety = 0.0f;
base.Texture = sprite;
// Determine sprite size and offset
float radius = sprite.ScaledWidth * 0.5f;
float height = sprite.ScaledHeight;
if(sprite is SpriteImage)
{
offsetx = radius - (sprite as SpriteImage).OffsetX;
offsety = (sprite as SpriteImage).OffsetY - height;
}
// Scale by thing type/actor scale
// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
radius *= info.SpriteScale.Width;
height *= info.SpriteScale.Height;
offsetx *= info.SpriteScale.Width;
offsety *= info.SpriteScale.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
if(sizeless) //mxd
{
float hh = height / 2;
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety - hh, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, hh + offsety, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, hh + offsety, sectorcolor, 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety - hh, sectorcolor, 1.0f, 1.0f);
}
else
{
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor, 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety, sectorcolor, 1.0f, 1.0f);
}
SetVertices(verts, floor, ceiling);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
float radius = Math.Min(thingradius, thingheight / 2f);
float height = Math.Min(thingradius * 2f, thingheight);
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor, 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor, 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor, 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor, 1.0f, 1.0f);
SetVertices(verts, floor, ceiling);
}
}
// Determine position
Vector3D pos = Thing.Position;
if(Thing.Type == 9501)
{
if(Thing.Sector != null) //mxd
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Ceiling.sector.CeilHeight + Thing.Position.z;
}
}
else if(Thing.Type == 9500)
{
if(Thing.Sector != null) //mxd
{
// This is a special thing that needs special positioning
SectorData sd = mode.GetSectorData(Thing.Sector);
pos.z = sd.Floor.sector.FloorHeight + Thing.Position.z;
}
}
else if(info.AbsoluteZ)
{
// Absolute Z position
pos.z = Thing.Position.z;
}
else if(info.Hangs)
{
// Hang from ceiling
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
float maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
pos.z = maxz;
if(Thing.Position.z > 0 || nointeraction) pos.z -= Thing.Position.z;
// Check if below floor
if(!nointeraction)
{
float minz = sd.Floor.plane.GetZ(Thing.Position);
if(pos.z < minz) pos.z = Math.Min(minz, maxz);
}
}
}
else
{
// Stand on floor
if(Thing.Sector != null)
{
SectorData sd = mode.GetSectorData(Thing.Sector);
float minz = sd.Floor.plane.GetZ(Thing.Position);
pos.z = minz;
if(Thing.Position.z > 0 || nointeraction) pos.z += Thing.Position.z;
// Check if above ceiling
if(!nointeraction)
{
float maxz = sd.Ceiling.plane.GetZ(Thing.Position) - info.Height;
if(pos.z > maxz) pos.z = Math.Max(minz, maxz);
}
}
}
// 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
{
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)
{
if(sprite != null)
{
sprite.RemoveReference();
sprite = null;
}
base.Dispose();
}
}
#endregion
#region ================== Methods
// This forces to rebuild the whole thing
public void Rebuild()
{
// Find thing information
info = General.Map.Data.GetThingInfo(Thing.Type);
//mxd. When true, the thing can be moved below floor/above ceiling
nointeraction = (info.Actor != null && info.Actor.GetFlagValue("nointeraction", false));
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
// Setup visual thing
Setup();
}
// This updates the thing when needed
public override void Update()
{
if(!isloaded)
{
// Rebuild sprite geometry when sprite is loaded
if(sprite.IsImageLoaded)
{
Setup();
}
}
// Let the base update
base.Update();
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
Vector3D delta = to - from;
float tfar = float.MaxValue;
float tnear = float.MinValue;
// Ray-Box intersection code
// See http://www.masm32.com/board/index.php?topic=9941.0
// Check X slab
if(delta.x == 0.0f)
{
if(from.x > boxp2.x || from.x < boxp1.x)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.x;
float t1 = (boxp1.x - from.x) * tmp;
float t2 = (boxp2.x - from.x) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Y slab
if(delta.y == 0.0f)
{
if(from.y > boxp2.y || from.y < boxp1.y)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.y;
float t1 = (boxp1.y - from.y) * tmp;
float t2 = (boxp2.y - from.y) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Z slab
if(delta.z == 0.0f)
{
if(from.z > boxp2.z || from.z < boxp1.z)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.z;
float t1 = (boxp1.z - from.z) * tmp;
float t2 = (boxp2.z - from.z) * tmp;
if(t1 > t2) General.Swap(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Set interpolation point
u_ray = (tnear > 0.0f) ? tnear : tfar;
return true;
}
//mxd
public bool IsSelected()
{
return selected;
}
#endregion
#region ================== Events
// Unused
public void OnSelectBegin() { }
public void OnEditBegin() { }
public void OnMouseMove(MouseEventArgs e) { }
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(float 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
// 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(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(vt as BaseVisualThing);
}
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, (info.Hangs ? -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 || !sprite.IsImageLoaded) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change thing scale");
float scaleX = Thing.ScaleX;
float scaleY = Thing.ScaleY;
if(incrementX != 0)
{
float pix = (int)Math.Round(sprite.Width * scaleX) + incrementX;
float newscaleX = (float)Math.Round(pix / sprite.Width, 3);
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
}
if(incrementY != 0)
{
float pix = (int)Math.Round(sprite.Height * scaleY) + incrementY;
float newscaleY = (float)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;
}
//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
}
}