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#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.Windows.Forms;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Tools;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "GZDB Visual Mode",
SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
ButtonImage = "VisualModeGZ.png", // Image resource name for the button
ButtonOrder = 1, // Position of the button (lower is more to the left)
ButtonGroup = "001_visual",
UseByDefault = true)]
public class BaseVisualMode : VisualMode
{
#region ================== Constants
// Object picking
private const float PICK_INTERVAL = 80.0f;
private const float PICK_RANGE = 0.98f;
// Gravity
private const float GRAVITY = -0.06f;
#endregion
#region ================== Variables
// Gravity
private Vector3D gravity;
private float cameraflooroffset = 41f; // same as in doom
private float cameraceilingoffset = 10f;
// Object picking
private VisualPickResult target;
private float lastpicktime;
private readonly Timer selectioninfoupdatetimer; //mxd
// This keeps extra element info
private Dictionary<Sector, SectorData> sectordata;
private Dictionary<Thing, ThingData> thingdata;
private Dictionary<Vertex, VertexData> vertexdata; //mxd
//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
// This is true when a selection was made because the action is performed
// on an object that was not selected. In this case the previous selection
// is cleared and the targeted object is temporarely selected to perform
// the action on. After the action is completed, the object is deselected.
// We keep these to determine if we need to make a new undo level
private bool selectionchanged;
private int lastundogroup;
private VisualActionResult actionresult;
private bool undocreated;
// List of selected objects when an action is performed
private List<IVisualEventReceiver> selectedobjects;
//mxd. Used in Cut/PasteSelection actions
private List<ThingCopyData> copyBuffer;
private Type lasthighlighttype; //mxd
private static bool gzdoomRenderingEffects = true; //mxd
//mxd. Moved here from Tools
private struct SidedefAlignJob
{
public Sidedef sidedef;
public float offsetx;
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public float scaleY; //mxd
private Sidedef controlside; //mxd
public Sidedef controlSide { //mxd
get
{
return controlside;
}
set
{
controlside = value;
ceilingheight = (controlside.Index != sidedef.Index && controlside.Line.Args[1] == 0 ? controlside.Sector.FloorHeight : controlside.Sector.CeilHeight);
}
}
private int ceilingheight; //mxd
public int ceilingHeight { get { return ceilingheight; } } //mxd
// When this is true, the previous sidedef was on the left of
// this one and the texture X offset of this sidedef can be set
// directly. When this is false, the length of this sidedef
// must be subtracted from the X offset first.
public bool forward;
}
#endregion
#region ================== Properties
public override object HighlightedObject
{
get
{
// Geometry picked?
if(target.picked is VisualGeometry)
{
VisualGeometry pickedgeo = (target.picked as VisualGeometry);
if(pickedgeo.Sidedef != null) return pickedgeo.Sidedef;
if(pickedgeo.Sector != null) return pickedgeo.Sector;
return null;
}
// Thing picked?
if(target.picked is VisualThing)
{
VisualThing pickedthing = (target.picked as VisualThing);
return pickedthing.Thing;
}
public object HighlightedTarget { get { return target.picked; } } //mxd
public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
new public IRenderer3D Renderer { get { return renderer; } }
public bool IsSingleSelection { get { return singleselection; } }
public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualMode()
{
// Initialize
this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
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this.selectedobjects = new List<IVisualEventReceiver>();
//mxd
this.copyBuffer = new List<ThingCopyData>();
this.selectioninfoupdatetimer = new Timer();
selectioninfoupdatetimer.Interval = 100;
selectioninfoupdatetimer.Tick += SelectioninfoupdatetimerOnTick;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
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// This calculates brightness level
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internal int CalculateBrightness(int level)
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{
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return renderer.CalculateBrightness(level);
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}
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//mxd. This calculates brightness level with doom-style shading
internal int CalculateBrightness(int level, Sidedef sd)
{
return renderer.CalculateBrightness(level, sd);
}
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// This adds a selected object
internal void AddSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Add(obj);
selectionchanged = true;
selectioninfoupdatetimer.Start(); //mxd
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}
// This removes a selected object
internal void RemoveSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Remove(obj);
selectionchanged = true;
selectioninfoupdatetimer.Start(); //mxd
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}
// This is called before an action is performed
public void PreAction(int multiselectionundogroup)
actionresult = new VisualActionResult();
PickTargetUnlocked();
// If the action is not performed on a selected object, clear the
// current selection and make a temporary selection for the target.
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if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
// Single object, no selection
singleselection = true;
ClearSelection();
undocreated = false;
singleselection = false;
// Check if we should make a new undo level
// We don't want to do this if this is the same action with the same
// selection and the action wants to group the undo levels
if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
(multiselectionundogroup == UndoGroup.None) || selectionchanged)
{
// We want to create a new undo level, but not just yet
lastundogroup = multiselectionundogroup;
undocreated = false;
}
else
// We don't want to make a new undo level (changes will be combined)
undocreated = true;
}
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// Called before an action is performed. This does not make an undo level
private void PreActionNoChange()
{
actionresult = new VisualActionResult();
singleselection = false;
undocreated = false;
// This is called after an action is performed
if(!string.IsNullOrEmpty(actionresult.displaystatus))
General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
BaseVisualSector bvs = (vs.Value as BaseVisualSector);
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
bvs.Floor.Changed = false;
bvs.Ceiling.Changed = false;
}
if(singleselection)
ClearSelection();
UpdateChangedObjects();
ShowTargetInfo();
}
// This sets the result for an action
public void SetActionResult(VisualActionResult result)
{
actionresult = result;
}
// This sets the result for an action
public void SetActionResult(string displaystatus)
{
actionresult = new VisualActionResult {displaystatus = displaystatus};
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description, int group, int grouptag)
if(!undocreated)
{
undocreated = true;
if(singleselection)
return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description)
return CreateUndo(description, UndoGroup.None, 0);
}
// This makes a list of the selected object
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private void RebuildSelectedObjectsList()
{
// Make list of selected objects
selectedobjects = new List<IVisualEventReceiver>();
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if(vs.Value != null)
BaseVisualSector bvs = vs.Value as BaseVisualSector;
if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
foreach(Sidedef sd in vs.Key.Sidedefs)
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
foreach(VisualGeometry sdg in sidedefgeos)
{
if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver));
}
}
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = vt.Value as BaseVisualThing;
if(bvt.Selected) selectedobjects.Add(bvt);
}
if(General.Map.UDMF && General.Settings.GZShowVisualVertices)
{
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
{
if(pair.Value.CeilingVertex.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex);
if(pair.Value.FloorVertex.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex);
//mxd
UpdateSelectionInfo();
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
internal BaseVisualSector CreateBaseVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
if(vs != null) allsectors.Add(s, vs);
return vs;
}
// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
if (vs != null) allsectors.Add(s, vs); //mxd
return vs;
}
// This creates a visual thing
protected override VisualThing CreateVisualThing(Thing t)
{
BaseVisualThing vt = new BaseVisualThing(this, t);
return vt.Setup() ? vt : null;
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// This locks the target so that it isn't changed until unlocked
public void LockTarget()
{
locktarget = true;
}
// This unlocks the target so that is changes to the aimed geometry again
public void UnlockTarget()
{
locktarget = false;
}
// This picks a new target, if not locked
private void PickTargetUnlocked()
{
if(!locktarget) PickTarget();
}
// This picks a new target
private void PickTarget()
{
// Find the object we are aiming at
Vector3D start = General.Map.VisualCamera.Position;
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
VisualPickResult newtarget = PickObject(start, start + delta);
// Should we update the info on panels?
bool updateinfo = (newtarget.picked != target.picked);
// Apply new target
target = newtarget;
// Show target info
if(updateinfo) ShowTargetInfo();
}
// This shows the picked target information
public void ShowTargetInfo()
{
// Any result?
if(target.picked != null)
{
// Geometry picked?
if(target.picked is VisualGeometry)
{
VisualGeometry pickedgeo = (target.picked as VisualGeometry);
// Sidedef?
if(pickedgeo is BaseVisualGeometrySidedef)
{
BaseVisualGeometrySidedef pickedsidedef = (pickedgeo as BaseVisualGeometrySidedef);
General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef()); //mxd
}
// Sector?
else if(pickedgeo is BaseVisualGeometrySector)
{
BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector);
General.Interface.ShowSectorInfo(pickedsector.Level.sector);
}
General.Interface.HideInfo();
}
else if(target.picked is VisualThing)
{ // Thing picked?
VisualThing pickedthing = (target.picked as VisualThing);
General.Interface.ShowThingInfo(pickedthing.Thing);
}
else if(target.picked is VisualVertex) //mxd
{
VisualVertex pickedvert = (target.picked as VisualVertex);
General.Interface.ShowVertexInfo(pickedvert.Vertex);
}
}
else
{
General.Interface.HideInfo();
}
}
// This updates the VisualSectors and VisualThings that have their Changed property set
private void UpdateChangedObjects()
{
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if(vs.Value != null)
{
BaseVisualSector bvs = vs.Value as BaseVisualSector;
if(bvs.Changed) bvs.Rebuild();
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = vt.Value as BaseVisualThing;
if(bvt.Changed) bvt.Rebuild();
}
if(General.Map.UDMF)
{
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
pair.Value.Update();
}
//mxd
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if (visualThings.Count == 0) return;
PreAction(UndoGroup.ThingMove);
Vector3D[] coords = new Vector3D[visualThings.Count];
for (int i = 0; i < visualThings.Count; i++)
coords[i] = visualThings[i].Thing.Position;
//move things...
Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition);
for (int i = 0; i < visualThings.Count; i++) {
BaseVisualThing t = visualThings[i] as BaseVisualThing;
t.OnMove(translatedCoords[i]);
}
PostAction();
}
private static Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition)
{
if (coordinates.Length == 0) return null;
direction.x = (float)Math.Round(direction.x);
direction.y = (float)Math.Round(direction.y);
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
//move things...
if (!absolutePosition) { //...relatively (that's easy)
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));
int sector = General.ClampAngle(camAngle - 45) / 90;
direction = direction.GetRotated(sector * Angle2D.PIHALF);
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
return translatedCoords;
}
//...to specified location preserving relative positioning (that's harder)
if (coordinates.Length == 1) {//just move it there
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
return translatedCoords;
}
//we need some reference
float minX = coordinates[0].x;
float maxX = minX;
float minY = coordinates[0].y;
float maxY = minY;
//get bounding coordinates for selected things
for (int i = 1; i < coordinates.Length; i++) {
if (coordinates[i].x < minX)
minX = coordinates[i].x;
else if (coordinates[i].x > maxX)
maxX = coordinates[i].x;
if (coordinates[i].y < minY)
minY = coordinates[i].y;
else if (coordinates[i].y > maxY)
maxY = coordinates[i].y;
}
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
//move them
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
return translatedCoords;
}
//mxd
internal void SelectSideParts(Sidedef side, bool toggleTop, bool toggleMid, bool toggleBottom, bool select, bool withSameTexture, bool withSameHeight) {
BaseVisualSector vs = GetVisualSector(side.Sector) as BaseVisualSector;
if(toggleTop && vs.Sides[side].upper != null &&
((select && !vs.Sides[side].upper.Selected) || (!select && vs.Sides[side].upper.Selected))) {
vs.Sides[side].upper.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleMid && vs.Sides[side].middlesingle != null &&
((select && !vs.Sides[side].middlesingle.Selected) || (!select && vs.Sides[side].middlesingle.Selected))) {
vs.Sides[side].middlesingle.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleMid && vs.Sides[side].middledouble != null &&
((select && !vs.Sides[side].middledouble.Selected) || (!select && vs.Sides[side].middledouble.Selected))) {
vs.Sides[side].middledouble.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleBottom && vs.Sides[side].lower != null &&
((select && !vs.Sides[side].lower.Selected) || (!select && vs.Sides[side].lower.Selected))) {
vs.Sides[side].lower.SelectNeighbours(select, withSameTexture, withSameHeight);
}
}
//mxd
private void UpdateSelectionInfo()
{
int numWalls = 0;
int numFloors = 0;
int numCeilings = 0;
int numThings = 0;
int numVerts = 0;
foreach(IVisualEventReceiver obj in selectedobjects)
{
if(!obj.IsSelected()) continue;
if(obj is BaseVisualThing) numThings++;
else if(obj is BaseVisualVertex) numVerts++;
else if(obj is VisualCeiling) numCeilings++;
else if(obj is VisualFloor) numFloors++;
else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack)
numWalls++;
}
List<string> results = new List<string>();
if (numWalls > 0) results.Add(numWalls + (numWalls > 1 ? " sidedefs" : " sidedef"));
if (numFloors > 0) results.Add(numFloors + (numFloors > 1 ? " floors" : " floor"));
if (numCeilings > 0) results.Add(numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling"));
if (numThings > 0) results.Add(numThings + (numThings > 1 ? " things" : " thing"));
if (numVerts > 0) results.Add(numVerts + (numVerts > 1 ? " vertices" : " vertex"));
if (results.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
string result = string.Join(", ", results.ToArray());
int pos = result.LastIndexOf(",");
if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and");
General.Interface.DisplayStatus(StatusType.Selection, result + " selected");
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//mxd
internal void StartRealtimeInterfaceUpdate(SelectionType selectionType)
{
if (selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All)
{
General.Interface.OnEditFormValuesChanged += Interface_OnSectorEditFormValuesChanged;
}
else if(selectionType == SelectionType.Things)
{
General.Interface.OnEditFormValuesChanged += Interface_OnThingEditFormValuesChanged;
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
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}
}
//mxd
internal void StopRealtimeInterfaceUpdate(SelectionType selectionType)
{
if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All)
{
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General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged;
}
else if(selectionType == SelectionType.Things)
{
General.Interface.OnEditFormValuesChanged -= Interface_OnThingEditFormValuesChanged;
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General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
}
}
#region ================== Extended Methods
// This requests a sector's extra data
internal SectorData GetSectorData(Sector s)
{
// Make fresh sector data when it doesn't exist yet
if(!sectordata.ContainsKey(s))
sectordata[s] = new SectorData(this, s);
return sectordata[s];
}
// This requests a things's extra data
internal ThingData GetThingData(Thing t)
{
// Make fresh sector data when it doesn't exist yet
if(!thingdata.ContainsKey(t))
thingdata[t] = new ThingData(this, t);
return thingdata[t];
}
//mxd
internal VertexData GetVertexData(Vertex v) {
if(!vertexdata.ContainsKey(v))
vertexdata[v] = new VertexData(this, v);
return vertexdata[v];
}
internal BaseVisualVertex GetVisualVertex(Vertex v, bool floor) {
if(!vertices.ContainsKey(v))
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
return (floor ? vertices[v].FloorVertex as BaseVisualVertex : vertices[v].CeilingVertex as BaseVisualVertex);
}
//mxd
internal void UpdateVertexHandle(Vertex v) {
if(!vertices.ContainsKey(v))
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
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vertices[v].Changed = true;
// This rebuilds the sector data
// This requires that the blockmap is up-to-date!
internal void RebuildElementData()
{
Sector[] sectorsWithEffects = null;
if (!gzdoomRenderingEffects) {
//store all sectors with effects
sectorsWithEffects = new Sector[sectordata.Count];
sectordata.Keys.CopyTo(sectorsWithEffects, 0);
}
//remove all vertex handles from selection
if(vertices != null && vertices.Count > 0) {
foreach(IVisualEventReceiver i in selectedobjects){
if(i is BaseVisualVertex) RemoveSelectedObject(i);
}
}
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
//mxd. rebuild all sectors with effects
if(sectorsWithEffects != null) {
for(int i = 0; i < sectorsWithEffects.Length; i++) {
// The visual sector associated is now outdated
if(VisualSectorExists(sectorsWithEffects[i])) {
BaseVisualSector vs = GetVisualSector(sectorsWithEffects[i]) as BaseVisualSector;
vs.UpdateSectorGeometry(true);
}
}
}
if(General.Map.UDMF) {
vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
vertices.Clear();
}
if (!gzdoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Tag != 0)
{
if(!sectortags.ContainsKey(s.Tag)) sectortags[s.Tag] = new List<Sector>();
sectortags[s.Tag].Add(s);
}
}
// Find sectors with 3 vertices, because they can be sloped
foreach(Sector s in General.Map.Map.Sectors)
{
// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
if(s.Sidedefs.Count == 3)
{
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if(General.Map.UDMF) //mxd
GetSectorData(s).AddEffectVertexOffset();
List<Thing> slopeceilingthings = new List<Thing>(3);
List<Thing> slopefloorthings = new List<Thing>(3);
foreach(Sidedef sd in s.Sidedefs) {
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
// Check if a thing is at this vertex
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
foreach(Thing t in b.Things) {
if((Vector2D)t.Position == v.Position) {
if(t.Type == 1504)
slopefloorthings.Add(t);
else if(t.Type == 1505)
slopeceilingthings.Add(t);
}
}
}
// Slope any floor vertices?
if(slopefloorthings.Count > 0) {
SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopefloorthings, true);
}
// Slope any ceiling vertices?
if(slopeceilingthings.Count > 0) {
SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopeceilingthings, false);
}
}
}
// Find interesting linedefs (such as line slopes)
foreach(Linedef l in General.Map.Map.Linedefs)
{
// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
if(l.Action == 181)
{
// Slope front
if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
{
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectLineSlope(l);
}
// Slope back
if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
{
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectLineSlope(l);
}
}
// ========== Plane Copy (mxd) (see http://zdoom.org/wiki/Plane_Copy) ==========
else if(l.Action == 118)
{
//check the flags...
bool floorCopyToBack = false;
bool floorCopyToFront = false;
bool ceilingCopyToBack = false;
bool ceilingCopyToFront = false;
if(l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12) {
floorCopyToBack = (l.Args[4] & 1) == 1;
floorCopyToFront = (l.Args[4] & 2) == 2;
ceilingCopyToBack = (l.Args[4] & 4) == 4;
ceilingCopyToFront = (l.Args[4] & 8) == 8;
}
// Copy slope to front sector
if(l.Front != null) {
if( (l.Args[0] > 0 || l.Args[1] > 0) || (l.Back != null && (floorCopyToFront || ceilingCopyToFront)) ) {
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectPlaneClopySlope(l, true);
}
}
// Copy slope to back sector
if(l.Back != null) {
if( (l.Args[2] > 0 || l.Args[3] > 0) || (l.Front != null && (floorCopyToBack || ceilingCopyToBack)) ) {
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectPlaneClopySlope(l, false);
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
else if((l.Action == 160) && (l.Front != null))
{
//mxd. Added hi-tag/line ID check
int sectortag = (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0 ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
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if(sectortags.ContainsKey(sectortag))
{
List<Sector> sectors = sectortags[sectortag];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffect3DFloor(l);
}
}
}
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
else if((l.Action == 50) && (l.Front != null))
{
if(sectortags.ContainsKey(l.Args[0]))
{
List<Sector> sectors = sectortags[l.Args[0]];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectBrightnessLevel(l);
}
}
}
}
// Find interesting things (such as sector slopes)
foreach(Thing t in General.Map.Map.Things)
{
// ========== Copy slope ==========
if((t.Type == 9510) || (t.Type == 9511))
{
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectCopySlope(t);
}
}
// ========== Thing line slope ==========
else if((t.Type == 9500) || (t.Type == 9501))
{
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectThingLineSlope(t);
}
}
// ========== Thing slope ==========
else if((t.Type == 9502) || (t.Type == 9503))
{
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectThingSlope(t);
}
}
}
}
#endregion
#region ================== Events
// Help!
public override void OnHelp()
{
General.ShowHelp("e_visual.html");
}
codeimp
committed
// When entering this mode
public override void OnEngage()
{
base.OnEngage();
//mxd
useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState;
if(useSelectionFromClassicMode) UpdateSelectionInfo();
// Read settings
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
RebuildElementData();
}
codeimp
committed
// When returning to another mode
public override void OnDisengage()
{
base.OnDisengage();
if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState)
{
//clear previously selected stuff
General.Map.Map.ClearAllSelected();
//refill selection
List<Sector> selectedSectors = new List<Sector>();
List<Linedef> selectedLines = new List<Linedef>();
List<Vertex> selectedVertices = new List<Vertex>();
foreach(IVisualEventReceiver obj in selectedobjects)
{