mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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206 lines
5.8 KiB
C#
206 lines
5.8 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 System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualCeiling : BaseVisualGeometrySector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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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 geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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WorldVertex[] verts;
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WorldVertex v;
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Sector s = base.Sector.Sector;
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byte brightness = (byte)General.Clamp(s.Brightness, 0, 255);
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// Load floor texture
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base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = s.LongCeilTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = s.LongCeilTexture;
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}
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// Make vertices
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verts = new WorldVertex[s.Triangles.Vertices.Count];
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for(int i = 0; i < s.Triangles.Vertices.Count; i++)
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{
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, brightness, brightness, brightness);
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verts[i].c = pc.ToInt();
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//verts[i].c = -1;
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// Grid aligned texture coordinates
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if(base.Texture.IsImageLoaded)
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{
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verts[i].u = s.Triangles.Vertices[i].x / base.Texture.ScaledWidth;
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verts[i].v = -s.Triangles.Vertices[i].y / base.Texture.ScaledHeight;
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}
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else
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{
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verts[i].u = s.Triangles.Vertices[i].x / 64;
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verts[i].v = -s.Triangles.Vertices[i].y / 64;
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}
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// Vertex coordinates
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verts[i].x = s.Triangles.Vertices[i].x;
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verts[i].y = s.Triangles.Vertices[i].y;
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verts[i].z = (float)s.CeilHeight;
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}
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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// Swap some vertices to flip all triangles
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for(int i = 0; i < verts.Length; i += 3)
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{
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// Swap
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v = verts[i];
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verts[i] = verts[i + 1];
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verts[i + 1] = v;
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}
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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mode.CreateUndo("Paste ceiling " + BuilderPlug.Me.CopiedFlat);
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mode.SetActionResult("Pasted flat " + BuilderPlug.Me.CopiedFlat + " on ceiling.");
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SetTexture(BuilderPlug.Me.CopiedFlat);
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this.Setup();
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}
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}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, this.Sector.Sector.FixedIndex);
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this.Sector.Sector.CeilHeight += amount;
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mode.SetActionResult("Changed ceiling height to " + Sector.Sector.CeilHeight + ".");
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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float planez = (float)Sector.Sector.CeilHeight;
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// Check if line crosses the z height
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if((from.z < planez) && (to.z > planez))
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{
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// Calculate intersection point using the z height
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pickrayu = (planez - from.z) / (to.z - from.z);
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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else
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{
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// Not even crossing the z height (or not in the right direction)
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return false;
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}
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
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}
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// Return texture name
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public override string GetTextureName()
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{
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return this.Sector.Sector.CeilTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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this.Sector.Sector.SetCeilTexture(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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#endregion
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}
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}
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