UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualVertex.cs
MaxED c7696b0464 Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it. 
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
2015-08-25 22:05:14 +00:00

391 lines
10 KiB
C#

#region ================== Namespaces
using System.Collections.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualVertex : VisualVertex, IVisualEventReceiver
{
#region ================== Variables
private BaseVisualMode mode;
private float cageradius2;
private Vector3D boxp1;
private Vector3D boxp2;
// Undo/redo
private int undoticket;
//updating
private static Dictionary<BaseVisualSector, bool> updateList;
#endregion
// Constructor
public BaseVisualVertex(BaseVisualMode mode, Vertex v, bool ceilingVertex)
: base(v, ceilingVertex)
{
this.mode = mode;
cageradius2 = DEFAULT_SIZE * General.Settings.GZVertexScale3D * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
changed = true;
Update();
}
//this updates the handle itself
public override void Update()
{
if(!changed) return;
float z = ceilingVertex ? vertex.ZCeiling : vertex.ZFloor;
if(!float.IsNaN(z))
{
haveOffset = true;
}
else
{
z = GetSectorHeight();
haveOffset = false;
}
Vector3D pos = new Vector3D(vertex.Position.x, vertex.Position.y, z);
SetPosition(pos);
float radius = DEFAULT_SIZE * General.Settings.GZVertexScale3D;
boxp1 = new Vector3D(pos.x - radius, pos.y - radius, (ceilingVertex ? pos.z - radius : pos.z));
boxp2 = new Vector3D(pos.x + radius, pos.y + radius, (ceilingVertex ? pos.z : pos.z + radius));
changed = false;
}
private void UpdateGeometry(Vertex v)
{
VertexData vd = mode.GetVertexData(v);
foreach(KeyValuePair<Sector, bool> s in vd.UpdateAlso)
{
if(mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
}
//get the most appropriate height from sectors
private int GetSectorHeight()
{
int height;
VertexData vd = mode.GetVertexData(vertex);
Sector[] sectors = new Sector[vd.UpdateAlso.Keys.Count];
vd.UpdateAlso.Keys.CopyTo(sectors, 0);
if(ceilingVertex)
{
height = sectors[0].CeilHeight;
for(int i = 1; i < sectors.Length; i++)
{
if(sectors[i].CeilHeight < height)
height = sectors[i].CeilHeight;
}
}
else
{
height = sectors[0].FloorHeight;
for(int i = 1; i < sectors.Length; i++)
{
if(sectors[i].FloorHeight > height)
height = sectors[i].FloorHeight;
}
}
return height;
}
//mxd
public bool IsSelected()
{
return selected;
}
#region ================== Object picking
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, vertex.Position, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
Vector3D delta = to - from;
float tfar = float.MaxValue;
float tnear = float.MinValue;
// Ray-Box intersection code
// See http://www.masm32.com/board/index.php?topic=9941.0
// Check X slab
if(delta.x == 0.0f)
{
if(from.x > boxp2.x || from.x < boxp1.x)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.x;
float t1 = (boxp1.x - from.x) * tmp;
float t2 = (boxp2.x - from.x) * tmp;
if(t1 > t2)
General.Swap(ref t1, ref t2);
if(t1 > tnear)
tnear = t1;
if(t2 < tfar)
tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Y slab
if(delta.y == 0.0f)
{
if(from.y > boxp2.y || from.y < boxp1.y)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.y;
float t1 = (boxp1.y - from.y) * tmp;
float t2 = (boxp2.y - from.y) * tmp;
if(t1 > t2)
General.Swap(ref t1, ref t2);
if(t1 > tnear)
tnear = t1;
if(t2 < tfar)
tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Z slab
if(delta.z == 0.0f)
{
if(from.z > boxp2.z || from.z < boxp1.z)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.z;
float t1 = (boxp1.z - from.z) * tmp;
float t2 = (boxp2.z - from.z) * tmp;
if(t1 > t2)
General.Swap(ref t1, ref t2);
if(t1 > tnear)
tnear = t1;
if(t2 < tfar)
tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Set interpolation point
u_ray = (tnear > 0.0f) ? tnear : tfar;
return true;
}
#endregion
#region ================== Unused 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 OnChangeScale(int incrementX, int incrementY) { }
public void OnSelectTexture() { }
public void OnCopyTexture() { }
public void OnPasteTexture() { }
public void OnCopyTextureOffsets() { }
public void OnPasteTextureOffsets() { }
public void OnTextureAlign(bool alignx, bool aligny) { }
public void OnTextureFit(FitTextureOptions options) { } //mxd
public void OnToggleUpperUnpegged() { }
public void OnToggleLowerUnpegged() { }
public void OnResetTextureOffset() { }
public void OnResetLocalTextureOffset() { } //mxd
public void OnProcess(float deltatime) { }
public void OnTextureFloodfill() { }
public void OnInsert() { }
public void ApplyTexture(string texture) { }
public void ApplyUpperUnpegged(bool set) { }
public void ApplyLowerUnpegged(bool set) { }
public string GetTextureName() { return ""; }
public void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
#endregion
#region ================== Events
// Select or deselect
public void OnSelectEnd()
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
// Copy properties
public void OnCopyProperties()
{
BuilderPlug.Me.CopiedVertexProps = new VertexProperties(vertex);
mode.SetActionResult("Copied vertex properties.");
}
// Paste properties
public void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedVertexProps != null)
{
mode.CreateUndo("Paste vertex properties");
mode.SetActionResult("Pasted vertex properties.");
BuilderPlug.Me.CopiedVertexProps.Apply(vertex);
//update affected sectors
UpdateGeometry(vertex);
changed = true;
mode.ShowTargetInfo();
}
}
//Delete key pressed - remove zoffset field
public void OnDelete()
{
mode.CreateUndo("Clear vertex height offset");
mode.SetActionResult("Cleared vertex height offset.");
if(ceilingVertex)
{
if(float.IsNaN(vertex.ZCeiling)) return;
vertex.ZCeiling = float.NaN;
//update affected sectors
UpdateGeometry(vertex);
changed = true;
mode.ShowTargetInfo();
}
else
{
if(float.IsNaN(vertex.ZFloor)) return;
vertex.ZFloor = float.NaN;
//update affected sectors
UpdateGeometry(vertex);
changed = true;
mode.ShowTargetInfo();
}
}
// Edit button released
public void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Vertex> verts = mode.GetSelectedVertices();
updateList = new Dictionary<BaseVisualSector, bool>();
foreach(Vertex v in verts)
{
VertexData vd = mode.GetVertexData(v);
foreach(KeyValuePair<Sector, bool> s in vd.UpdateAlso)
{
if(mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
updateList.Add(vs, s.Value);
}
}
}
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
mode.StartRealtimeInterfaceUpdate(SelectionType.Vertices);
General.Interface.ShowEditVertices(verts, false);
mode.StopRealtimeInterfaceUpdate(SelectionType.Vertices);
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
updateList.Clear();
updateList = null;
}
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, System.EventArgs e)
{
foreach(KeyValuePair<BaseVisualSector, bool> group in updateList)
group.Key.UpdateSectorGeometry(group.Value);
changed = true;
Update();
}
// Raise/lower thing
public void OnChangeTargetHeight(int amount)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change vertex height");
if(ceilingVertex)
{
vertex.ZCeiling = (float.IsNaN(vertex.ZCeiling) ? GetSectorHeight() + amount : vertex.ZCeiling + amount);
mode.SetActionResult("Changed vertex height to " + vertex.ZCeiling + ".");
}
else
{
vertex.ZFloor = (float.IsNaN(vertex.ZFloor) ? GetSectorHeight() + amount : vertex.ZFloor + amount);
mode.SetActionResult("Changed vertex height to " + vertex.ZFloor + ".");
}
// Update what must be updated
UpdateGeometry(vertex);
changed = true;
}
#endregion
}
}