UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualSector.cs
MaxED deb65258ae Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures. 
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00

423 lines
12 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 CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualSector : VisualSector
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
protected VisualFloor floor;
protected VisualCeiling ceiling;
protected List<VisualFloor> extrafloors;
protected List<VisualCeiling> extraceilings;
protected List<VisualFloor> extrabackfloors; //mxd
protected List<VisualCeiling> extrabackceilings; //mxd
protected Dictionary<Sidedef, VisualSidedefParts> sides;
// If this is set to true, the sector will be rebuilt after the action is performed.
protected bool changed;
// Prevent recursion
protected bool isupdating;
#endregion
#region ================== Properties
public VisualFloor Floor { get { return floor; } }
public VisualCeiling Ceiling { get { return ceiling; } }
public List<VisualFloor> ExtraFloors { get { return extrafloors; } }
public List<VisualCeiling> ExtraCeilings { get { return extraceilings; } }
public List<VisualFloor> ExtraBackFloors { get { return extrabackfloors; } } //mxd
public List<VisualCeiling> ExtraBackCeilings { get { return extrabackceilings; } } //mxd
public Dictionary<Sidedef, VisualSidedefParts> Sides { get { return sides; } } //mxd
public bool Changed { get { return changed; } set { changed |= value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
{
this.mode = mode;
this.extrafloors = new List<VisualFloor>(2);
this.extraceilings = new List<VisualCeiling>(2);
//mxd
this.extrabackfloors = new List<VisualFloor>(2);
this.extrabackceilings = new List<VisualCeiling>(2);
// Initialize
Rebuild();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!IsDisposed)
{
// Clean up
sides = null;
floor = null;
ceiling = null;
extrafloors = null;
extraceilings = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This retreives the sector data for this sector
public SectorData GetSectorData()
{
return mode.GetSectorData(this.Sector);
}
// This updates this virtual the sector and neightbours if needed
override public void UpdateSectorGeometry(bool includeneighbours)
{
if(isupdating) return;
isupdating = true;
changed = true;
// Not sure what from this part we need, so commented out for now
SectorData data = GetSectorData();
data.Reset();
// Update sectors that rely on this sector
foreach(KeyValuePair<Sector, bool> s in data.UpdateAlso)
{
if(mode.VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
// Go for all things in this sector
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == this.Sector)
{
if(mode.VisualThingExists(t))
{
// Update thing
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
vt.Changed = true;
}
}
}
if(includeneighbours)
{
// Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted
foreach(Sidedef sd in this.Sector.Sidedefs)
{
if(sd.Other != null)
{
if(mode.VisualSectorExists(sd.Other.Sector))
{
BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector);
bvs.Changed = true;
}
}
}
}
Sector.UpdateFogColor(); //mxd
isupdating = false;
}
//mxd. call this to update sector and things in it when Sector.Fields are changed
override public void UpdateSectorData()
{
//update sector data
SectorData data = GetSectorData();
data.UpdateForced();
//update sector
Rebuild();
//update things in this sector
foreach (Thing t in General.Map.Map.Things)
{
if (t.Sector == this.Sector)
{
if (mode.VisualThingExists(t))
{
// Update thing
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
vt.Rebuild();
}
}
}
}
// This (re)builds the visual sector, calculating all geometry from scratch
public void Rebuild()
{
// Forget old geometry
base.ClearGeometry();
// Get sector data
SectorData data = GetSectorData();
if(!data.Updated) data.Update();
// Create floor
floor = floor ?? new VisualFloor(mode, this);
if(floor.Setup(data.Floor, null))
base.AddGeometry(floor);
// Create ceiling
ceiling = ceiling ?? new VisualCeiling(mode, this);
if(ceiling.Setup(data.Ceiling, null))
base.AddGeometry(ceiling);
//mxd. Calculate fogdistance
float brightness = Math.Max(30, Sector.Brightness);
if(Sector.HasFogColor)
{
if(Sector.UsesOutsideFog && General.Map.Data.MapInfo.OutsideFogDensity > 0)
fogdistance = General.Map.Data.MapInfo.OutsideFogDensity;
else if(!Sector.UsesOutsideFog && General.Map.Data.MapInfo.FogDensity > 0)
fogdistance = General.Map.Data.MapInfo.FogDensity;
else
fogdistance = brightness * 11.0f;
}
else
{
fogdistance = MAXIMUM_FOG_DISTANCE;
}
// Create 3D floors
for(int i = 0; i < data.ExtraFloors.Count; i++)
{
Effect3DFloor ef = data.ExtraFloors[i];
bool floorRequired = ef.VavoomType; //mxd
bool ceilingRequired = ef.VavoomType; //mxd
if(ef.VavoomType || !ef.IgnoreBottomHeight)
{
//mxd. check if 3d floor is between real floor and ceiling
if(!ef.VavoomType)
{
if (ef.Ceiling.plane.GetInverted().Normal != floor.Level.plane.Normal
|| ef.Ceiling.plane.Normal != ceiling.Level.plane.Normal)
{
//mxd. check if at least one vertex of 3d floor is between floor and ceiling
floorRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Ceiling.plane);
}
//if floor, ceiling and 3d floor are not sloped, compare offsets
else if(-floor.Level.plane.Offset < ef.Ceiling.plane.Offset
&& ceiling.Level.plane.Offset > ef.Ceiling.plane.Offset)
{
floorRequired = true;
}
}
//mxd. Create a floor
if(floorRequired)
{
VisualFloor vf = (i < extrafloors.Count) ? extrafloors[i] : new VisualFloor(mode, this);
if(vf.Setup(ef.Ceiling, ef))
{
base.AddGeometry(vf);
//mxd. add backside as well
if(!ef.VavoomType && ef.RenderInside)
{
VisualFloor vfb = (i < extrabackfloors.Count) ? extrabackfloors[i] : new VisualFloor(mode, this);
if(vfb.Setup(ef.Ceiling, ef, true)) base.AddGeometry(vfb);
if(i >= extrabackfloors.Count) extrabackfloors.Add(vfb);
}
}
if(i >= extrafloors.Count) extrafloors.Add(vf);
}
}
//mxd. check if 3d ceiling is between real floor and ceiling
if(!ef.VavoomType)
{
if (ef.Floor.plane.GetInverted().Normal != ceiling.Level.plane.Normal
|| ef.Floor.plane.Normal != floor.Level.plane.Normal)
{
//mxd. check if at least one vertex of 3d ceiling is between floor and ceiling
ceilingRequired = Check3dFloorPlane(floor.Vertices, ceiling.Vertices, ef.Floor.plane);
}
//if floor, ceiling and 3d ceiling are not sloped, compare offsets
else if(ceiling.Level.plane.Offset > -ef.Floor.plane.Offset
&& floor.Level.plane.Offset > ef.Floor.plane.Offset)
{
ceilingRequired = true;
}
}
//mxd. Create a ceiling
if(ceilingRequired)
{
VisualCeiling vc = (i < extraceilings.Count) ? extraceilings[i] : new VisualCeiling(mode, this);
if(vc.Setup(ef.Floor, ef))
{
base.AddGeometry(vc);
//mxd. add backside as well
if(!ef.VavoomType && (ef.RenderInside || ef.IgnoreBottomHeight))
{
VisualCeiling vcb = (i < extrabackceilings.Count) ? extrabackceilings[i] : new VisualCeiling(mode, this);
if(vcb.Setup(ef.Floor, ef, true)) base.AddGeometry(vcb);
if(i >= extrabackceilings.Count) extrabackceilings.Add(vcb);
}
}
if(i >= extraceilings.Count) extraceilings.Add(vc);
}
}
// Go for all sidedefs
Dictionary<Sidedef, VisualSidedefParts> oldsides = sides ?? new Dictionary<Sidedef, VisualSidedefParts>(1);
sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
foreach(Sidedef sd in base.Sector.Sidedefs)
{
// VisualSidedef already exists?
VisualSidedefParts parts = oldsides.ContainsKey(sd) ? oldsides[sd] : new VisualSidedefParts();
// Doublesided or singlesided?
if(sd.Other != null && sd.Line.IsFlagSet(General.Map.Config.DoubleSidedFlag))
{
// Create upper part
VisualUpper vu = parts.upper ?? new VisualUpper(mode, this, sd);
if(vu.Setup()) base.AddGeometry(vu);
// Create lower part
VisualLower vl = parts.lower ?? new VisualLower(mode, this, sd);
if(vl.Setup()) base.AddGeometry(vl);
// Create middle part
VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
if(vm.Setup()) base.AddGeometry(vm);
// Create 3D wall parts
SectorData osd = mode.GetSectorData(sd.Other.Sector);
if(!osd.Updated) osd.Update();
List<VisualMiddle3D> middles = parts.middle3d ?? new List<VisualMiddle3D>(osd.ExtraFloors.Count);
for(int i = 0; i < osd.ExtraFloors.Count; i++)
{
Effect3DFloor ef = osd.ExtraFloors[i];
if(!ef.VavoomType && ef.IgnoreBottomHeight) continue; //mxd
VisualMiddle3D vm3 = (i < middles.Count) ? middles[i] : new VisualMiddle3D(mode, this, sd);
if(vm3.Setup(ef)) base.AddGeometry(vm3);
if(i >= middles.Count) middles.Add(vm3);
}
//mxd. Create backsides
List<VisualMiddleBack> middlebacks = new List<VisualMiddleBack>();
for (int i = 0; i < data.ExtraFloors.Count; i++)
{
Effect3DFloor ef = data.ExtraFloors[i];
if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight)
{
VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd);
if (vms.Setup(ef)) base.AddGeometry(vms);
middlebacks.Add(vms);
}
}
// Store
sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles, middlebacks));
}
else
{
// Create middle part
VisualMiddleSingle vm = parts.middlesingle ?? new VisualMiddleSingle(mode, this, sd);
if(vm.Setup()) base.AddGeometry(vm);
// Store
sides.Add(sd, new VisualSidedefParts(vm));
}
}
// Done
changed = false;
}
// This returns the visual sidedef parts for a given sidedef
public VisualSidedefParts GetSidedefParts(Sidedef sd)
{
if(sides.ContainsKey(sd)) return sides[sd];
return new VisualSidedefParts();
}
//mxd. Checks if given plane is between given floor and ceiling vertices
private static bool Check3dFloorPlane(WorldVertex[] floorverts, WorldVertex[] ceilingverts, Plane plane)
{
bool show = false;
//check floor
for(int c = 0; c < floorverts.Length; c++)
{
if (plane.GetZ(new Vector2D(floorverts[c].x, floorverts[c].y)) > Math.Round(floorverts[c].z, 3))
{
show = true;
break;
}
}
if (!show) return false;
//check ceiling
for(int c = 0; c < ceilingverts.Length; c++)
{
if(plane.GetZ(new Vector2D(ceilingverts[c].x, ceilingverts[c].y)) < Math.Round(ceilingverts[c].z, 3))
return true;
}
return false;
}
#endregion
}
}